Well if the G43 upgrade was to be made better for Grenadiers, you could safely increase the price to 60 munitions.
Currently I only ever get G43's for Panzergrenadiers once they get out DPS'd too hard at long range (think allot of Bren Sections). Their G43's do about 25% more damage, they get 3 instead of 2 and their RA is allot better. Drawbacks are the much higher initial cost and no faust, but it quite easily pays itself back because their reinforcement cost is only 4mp higher.
With Jaeger Infantry I either skip T1 or get Grens but with LMG's and camo (not very viable because of cost, but fun because of the huge burst damage).
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Post History of JibberJabberJobber
Thread: Sander's personal balance changes7 Jul 2020, 08:25 AM
In: COH2 Balance |
Thread: hours played for top players6 Jul 2020, 19:33 PM
We have not accounted for how much coh2 they play in their sleep. In: Lobby |
Thread: Sander's personal balance changes6 Jul 2020, 15:24 PM
It says:
So the skirtless P4 would come 20 fuel earlier, while the Flamehetzer and Ostwind would come 30-40 fuel earlier. I think with this suggestion, OKW's Ostwind still wouldn't come faster than Ostheer Ostwind if rushed (if Schwerer would cost 90 fuel): -10+10+5+20+10+90+100 = 225 -20+40+105+100 = 225 That said, I prefer a 100 fuel schwerer with a 20 fuel upgrade just for the flak, Panther and KT, without the skirtless P4 stuff, it would be less of a balance risk and still keep OKW's tank tech the most expensive.
The light vehicle would still very likely be dead if it hit a teller on the frontline, while chasing units to base or while flanking. It's mostly to give the allied player an opportunity to repair it he hits a teller on his own "safe" territory (a fair reason imo, other mines allow the same). Of course the issues are that it forces Ostheer to go for a 222 even more to finish crippled vehicles off and that it would make the Stuart with crit repair much more survivable. Cheaper tellers would also make AAHT's even riskier to go for. But it's worth considering.
I haven't followed this drama about Tightrope, but I think Tiger being hit hardest is just a result from Stein Grenadier's AoE calculator. In: COH2 Balance |
Thread: CoH2 Campaign Speedrun auto-split support for LiveSplit6 Jul 2020, 14:32 PM
Unrelated, but speedrunning on the lowest difficulty is bound to kill your soul. In: Campaign & Co-op |
Thread: Sander's personal balance changes6 Jul 2020, 14:11 PM
My thoughts on some of the suggestions for the other factions: Penals (experimental change) 50 munitions for 2 SVT's is a terrible deal, the smoke grenade doesn't make up for this because you usually don't want to spend munitions just to spend more munitions. Overall this suggestion just seems too complicated. I feel Penals just need slightly decreased buildtime and lower reinforcement cost (they bleed hard because of their bad RA). M5 Halftrack 15 muni and no AoE heal is too situational for my taste. The 251 model with healing inside when not in combat would be fine and only buff the unupgraded M5. Rear Echelon Grenade Launcher (Urban Assault) This is just a badly designed weapon upgrade. The opponent has to dodge every nade with no micro investment from the US player. It should be replaced with the ability for Rear Echelons to fire a Rifle Grenade like Grenadiers, this would also make it more useful on higher levels. Schwerer Panzer HQ (experimental change) This could work, but it seems strange to "force" OKW to go for specialized vehicles with tech benefits, while other factions can just get a medium whenever they want. After the Tiger and Command Panther crutch got removed, it revealed just how expensive it is for OKW to unlock tanks compared to other factions, therefore I'd propose the following:
Sturmpioneers Stun grenade cost shouldn't be reduced, OKW already has allot of force multipliers to win infantry engagements early on (sandbags, powerful starting unit and "techless" STG's and flame nades). Personally, I'd like to see Sturms changed to be slightly less oppressive early on, but less punishing to lose and easier to get a second one:
Flak HT 251/17 I like it, but allowing it to fire on the move sounds like an overbuff, no reason it should be able to defend itself while moving while the USF AAHT can't (except with its mg's). Stuka (experimental change) With how essential the Panzerwerfer is in team games, I'd move it to the HQ and require Schwerer, while adding the Mortar Halftrack to Mechanized. This would also allow an earlier anti-garrison tool for OKW if they decide to go Mechanized. Overall I'd take a different approach for the Stuka:
In: COH2 Balance |
Thread: Sander's personal balance changes6 Jul 2020, 12:27 PM
Like someone else said, the vet 1 ability on the Stug G should be replaced (not Stug E, that one functions differently). I liked the idea of a cloaked ambush stance like Tank Ambush from Soviets. What this ability does:
It wouldn't have too much impact but would reward good play. In: COH2 Balance |
Thread: Sander's personal balance changes6 Jul 2020, 12:14 PM
I like your ideas allot. Here's my view on some of the Ostheer proposals, which is my main faction: Panzerschreck (all factions, experimental change) Instead of a slight accuracy bonus at long range, I'd reduce the reload time of Schrecks by ~20%. All 3 Schreck units get substantial accuracy bonusses with veterancy anyway (+40%), so reduced damage would just make them scale much worse against anything bigger than a T70. An increased chance of a second volley would be much more valuable. I'm speaking from the perspective of 1v1 where Schrecks are barely used (too ineffective against lights, too squishy during late game). If reduced reload time would make Schrecks too blobbable in team games, I'd at least give the reduced damage back at vet 3 for squads that can upgrade them. Headquarters I feel this would make it a no-brainer over the med bunker. 10 fuel isn't much of an issue with cheap T2 vehicles and relatively cheap T3 tech. Furthermore, it would require no unit to build and cannot be destroyed by an enemy vehicle like the bunker. I'd look for a different solution like decreasing LMG42 cost from 60 to 50 munitions (LMG Grens are the only mainline that make Ostheer very stretched for munitions) or just making the med bunker slightly cheaper by 15 munitions. Pioneers Their veterancy requirements are also higher compared to other builders unit, which makes it hard to ever get to vet 3 in the first place. Teller Mines Tellers cost 50 munitions currently, not 60 munitions, so a reduction to 40 munitions might be more fair. It would be a big buff to the Stuart, which can just pop out and repair the engine damage for 25 munitions. If possible, a teller should give both light engine damage and heavy engine at the same time, so crit repair isn't as effective against it. If not, the Stuart should at least get a unique "Stuart Vehicle Crew" with repair critical cost increased to the cost of a teller. 222 It would be a shame to see such a useful ability like infantry awareness be removed from another unit. I think the performance of the 222 against the Stuart and T70 is fine (at least in 1v1), it's just the (current) AEC that has too many benefits stacked against it. IMO, smoke of the Puma and AEC should be locked behind vet 1 to reduce their effectiveness at diving early on. Also, this would be the worst speed boost ability in the game with the highest cost, lowest acceleration bonus, worst drawback and no additional bonus like reduced received accuracy. Panzer Tactician This should be extended to all smoke abilities that function like Panzer Tactician. Nerfing Panzer Tactician would also make it unnecessary for the AT grenade to work through smoke, which afaik was added as a band-aid solution a long time ago when Panzer Tactician was much more prevalent and Allies (back then just Soviets) had no such ability of their own. This would also stop the AT grenade from working through sight blockers like hedges and walls. Jaeger Armor Doctrine Replacing Stuka Dive Bomb is cool, but Ambush Training would be much too strong and annoying (sprinting Fausts and Schrecks and cloaked Bundles and MG's every game, imagine the horror). I'd pick the single AT pass from CAS doctrine and buff it slightly or add AT Osttruppen with AT rifles to keep the doctrine thematic. Sandbags for mainlines from Osttruppen doctrine would also be enticing, they'd have increased buildtime after all. In: COH2 Balance |
Thread: An Old Schooler's Rant and Observations18 Jun 2020, 07:13 AM
Axis OP? In: COH2 Gameplay |
Thread: Simcity doc constant counter barrage?14 Jun 2020, 15:09 PM
Get JLI to spot the emplacement in cover, then get 3 raketens. They'Il kill a reinforced unbraced Bofors in 3 volleys (1280 HP). Keep some Volks close to grab the Raketens if they die to mortars and get an MG to prevent UKF from blobbing your position. Charge in with everything once he's forced to brace, chuck flame nades and kill the repair station(s). LeiGs are too slow at dealing with emplacements and don't help against a Cromwell follow-up. I'd get 1 at most as alternative to the JLI, whenever a LeiG hits, it reveals the emplacement for a few seconds so the super inaccurate attack ground isn't necessary. When not bombarding the emplacements (read: AT guns not in position), target repair stations and occupied trenches instead. Same applies to Ostheer with Paks and Sniper. In: COH2 Gameplay |
Thread: Ram + Offmap combo needs to be nerfed14 Jun 2020, 10:30 AM
What I'd prefer to see: Vet 0 ram: - Does 160 damage - Stuns enemy tank if its HP is <=75% - Immobilizes and main gun crits T34 Vet 1 ram: - Does 160 damage - Stuns and engine damages enemy tank if its HP is <=75% - Immobilizes and main gun crits T34 This allows counterplay for heavies by keeping them very healthy. In: COH2 Balance |
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