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Post History of Stark
Thread: Conscript PPSH assault package7 Nov 2020, 17:40 PM
Do you guys think that replacing a molotov for a "normal" nade for ppsh conscript would be enough to make this upgrade more viable? [Idea for Miragefla balance patch] In: COH2 Balance |
Thread: Sander's personal balance changes31 Oct 2020, 23:37 PM
thx for including, i mean ISU + IL-2 is combo untouch from the begging of the game and it's crazy strong. Imagine that without it units like lefh and pak43 could acually counter isu152 so commander wouldn't be so brainless pick in teamgames (again, same story with elefant). Vehicule Detection is awkward ability. Some would say is potent but i don't see people using it. On paper it good becouse you see if enemy tanks try to flank your ISU but in reality people forget about it and tends to use more common sight options (as you already meantion above). I like the idea and effort to put a soviet truck into the commander but sadly as same as ostheer opel blitz it would see much present becouse buff doesn't include a teammates. And Again making it as OKW opel as reinforcing platform is also hard becouse soviets already that type of unit - M5 (in which i would love to see healing inside). I would consider to make it more support role, maybe even allow it to drop healing and weapons like svts or ptrs or simply make it a soviet ambulance. In: COH2 Balance |
Thread: Sander's personal balance changes31 Oct 2020, 22:12 PM
I love the fact that in Soviet schock motor heavy tactic, you added truck but haven't remove IL-2 bombing run and ISU-152. Eighter commander should have such powerfull unit like ISU-152 should have in their load out ability that counter the counter to ISU-152. IL-2 should be removed to more balance soviets in teamgames (That should also include a elefant commander for ostheer). In: COH2 Balance |
Thread: Sander's personal balance changes20 Oct 2020, 18:19 PM
Mortar HT isn't so deadly. Just simple mortar on wheels. It's way weaker than for example pak howi and less deadly than stuka. I think it would especially help OKW gameplay in 1v1. In higher gamemod people simply goes stuka after puma becouse they have teammate to get fast medium tank. I'm pretty sure it's way way smaller than jp4. I haven't made a serious tests but just by gameplay i notice it's quite easy to detect by infantry nearby Well, of course Relic prefers changelog as smallest as possible. That;s just what i would like to change in OKW. In: COH2 Balance |
Thread: Sander's personal balance changes20 Oct 2020, 07:53 AM
V4 changes Few ideas for OKW: 1. Add mortar HT to T2 (mech), 2. move stuka zu fuss to T4, 3. reduce decloak area where P2 can be spotted (inline with jp4), 4. revamp IH HF. Add vetterancy. Ideas: basic recon 50, share vet, extra vision as additional ability like t70, (sigh range increase to 60-70 with vet), reinforcing etc.; 5. Battlegroup T1 - healing available right after building a truck but at 60% efficiency. Med upgrade stays, it's only increase healing to 120% efficiency to current performance (OKW healing has the slowest rate for all factions so it would be fair to make it inline with others). 6. Stuka incendiary barrage - or remove share cooldown or reduce the price highly Additionally i agree with most Sanders proposal - most of all to allow Stormpio to have sweepers and shreck in same time. In: COH2 Balance |
Thread: Why Soviets are OP7 Oct 2020, 09:33 AM
From my mostly 2v2 perspective, i want to add my 2 cents into this topic. Mainly, I agree with CreativeName. Soviets are very strong faction with a lot of stuff that being too powerfull in certain situations (sometimes depends on a map, sometimes on your army composition, something combine with your teammate, something all at once). What i would like to see being changed: Buffs: - Katiusha needs it vet1 ability changed into more stuka fire that or doesn't share cooldown (but with ammo cost) or ammo cost highly reduced. - better variation for soviet to start the game (example: higher starting MP (by 30 mp) but cons costs 250 mp). therefore it's more efficient to go 1 cons into t1 or in maxims coping ostheer way of playing than just simply spam 1 unit. - HT can heal units inside - units cannot fire while in HT, - SU-76 - better rotation, Nerfs: - T70 - increase vet requirement, increase nonfire cooldown between spotting mode/fire mode, reduce speed movement while in recon mode, reduce penetration that it cannot easily win vs p2, - Revamp ISU-152 commanders - it cannot be that commander has elite infantry, heavy tank and late game off map. Commander itself counters every counter - brainless. My idea is to replace late game IL-bombing run with 0 CP ability, like: light "s" mine and smoke nades/barrage. Those changes should be implemented with removal of stuka dive bomb in jeager armor. Those combo is definatly too strong in maps like Minsk/Rails. It's really boring to see it almost every game on those maps. - All nonsoviet teamweapons can be crew by numer of soldier that ally to the faction weapon belongs, for example rakketen 5 men, pak40 - 4 men, 50cal - 4 men. Currently when soviets steal a teamweapon it's almost impossible to get it back becouse of 6 men squad - especially when it crew by shock troops. - Combat Engineers - increase cost to 200 mp like other counterparts. In: COH2 Balance |
Thread: Panzer IV Command Tank Rework Idea11 Jul 2020, 18:17 PM
- Extra sight and armor skirts could work as a ammo upgrades (similar to coh1). - smoke shot like in cromwell - easier access - less CPs - vet2 or vet3 increase tank penetration - extra ability - easier to vet Aura itself even stronger isn't a very tempting ability to make it work. Look at Command Tiger or Inspiration in KV-8/KV-2. No1 uses it even though it provides a decent bust. Extra Sight need to be look at first becouse it can colide with scope upgrade. Similar situation is with smoke. Command P4 is in commanders that provides tank smoke defensive. In: COH2 Gameplay |
Thread: 2v2 dealing with OKW blobs of infantry11 Jun 2020, 07:52 AM
No1 was playing double faction becouse it was forbidden. Going both as a same faction can be also a very strong combo In: Replay Reviews |
Thread: Adjusted commander portraits5 Jun 2020, 19:06 PM
It looks more like okw commander to me In: Lobby |
Thread: Mappatch 2020 - Info22 Apr 2020, 18:41 PM
How do you see this Sturmpanther? Will it be a huge vote or a pool for each gamemode or rather you plan to collect a group of people who will decide? Will you inform community what map Relic will add before a mappatch goes live? In: Lobby |
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