Sturmpanther added this: liene got some small changes too + UI fix
Right, thanks. I was confused by the separate bullet point in the 3v3/4v4 section "Reworked: 3vs3-4vs4" but there's no changes outside of Lienne.
Posts: 956
Thread: Finally patch is live18 Jan 2021, 23:07 PM
Sturmpanther added this: liene got some small changes too + UI fix Right, thanks. I was confused by the separate bullet point in the 3v3/4v4 section "Reworked: 3vs3-4vs4" but there's no changes outside of Lienne. In: Lobby |
Thread: Finally patch is live18 Jan 2021, 22:52 PM
Thanks for the hard work! ![]() EDIT: What exactly was reworked in 3v3/4v4? Lienne aside. In: Lobby |
Thread: [Winter Balance Update] SOV Feedback17 Jan 2021, 15:33 PM
T-70 has been a huge crutch for Soviets for the longest time. It is the best light tank overall for timing and cost, easily bleeding your opponent MP heavily. It's aoe in live is so powerful that you can almost routinely rapid-fire wipe squads if they so much as bunch near for an instant (and sometimes even without that!) Even on the retreat 2-3 man squads are not safe from wipes imho. But it's quite an investment and if you lose it, you're dead. Eg: OKW player who's been desperately fending it off for 5-10 mins will roll you with an auf j. I suspect it doesn't show up much because the rest of Soviet game is struggling and being predictable by relying on a single vehicle to win against high level players is asking to lose it. In: COH2 Balance |
Thread: Smartie's commander reworks: OKW17 Jan 2021, 15:21 PM
In fairness, the HE nade is much better for clearing weapon teams in light cover and forcing ppl in green cover to either eat it or move away only to be SMG'd. Pretty nasty outcomes. Worse against garrisoned infantry of course. Prob comes down to personal choice. In: COH2 Balance |
Thread: Remove counter-barrage.16 Jan 2021, 00:48 AM
Kinda hard to dive through all that tac map viewing, situational awareness, intercepting units, mines they keep laying around, half the army withdrawing just to stop you.....I would consider in 4v4 the trade of 1 auf J/pz iv typical for one spg or vice versa for allied meds vs a stuka/pzwerfer. If they're sleeping at the wheel you can get 2 or even 3 or 4, but that's low ranks for you. 3v3 is better but SPGs don't feature as much there. If I were to do this more reliably, I'd have to pull some doc specifics like Flares and Invisible Tanks. In: COH2 Balance |
Thread: Remove counter-barrage.15 Jan 2021, 20:46 PM
I'll sum up my thoughts on the current status of this thread as "I can't hear you over the raining shells landing on my HQ trucks one inch outside base sector in Hill 400. LEFH doesn't exist!" ![]() In: COH2 Balance |
Thread: [Winter Balance Update] OKW Feedback15 Jan 2021, 15:47 PM
You're welcome. I added a table above for easy comparison too. IIRC the recharge time modifiers are multiplicative. In: COH2 Balance |
Thread: [Winter Balance Update] OKW Feedback15 Jan 2021, 15:40 PM
- Veterancy 1 recharge moved to veterancy 4 (-10% recharge time) - Veterancy 2 recharge from -30% to -20% The stuka takes longer between rocket salvos now, typically 100% or 80% time instead of 90% or 63% time in live. Vet IV's quite a stretch under normal circumstances, nvm keeping it when they are desperate to kill it. (72% time if you somehow get it, but will typically take longer to get vet IV as you need more time between salvos) EDIT: Table added for easy comparison ![]() In: COH2 Balance |
Thread: [Winter Balance Update] OKW Feedback15 Jan 2021, 14:45 PM
From the v1 change, first post of this thread. It was part of a global themed change to all rocket arty to nerf their power levels and make them less activation spammy. And improve their utility features. Pzwerfer, Katy and CalliOP got changed as well. Land Mattress got a fix to its vet II but that thing was hardly difficult to decrew. Added in later: EDIT: Do I think it was necessary? *shrugs* It might be better against blobs now, with the vet I napalm rockets o'doom. Won't change how I usually play lategame which is 3-4 squads vs 2 Obers and bleed the former to death. SPGs weren't changed, but neither was CB LEFH so it's a difficult call. In: COH2 Balance |
Thread: [Winter Balance Update] OKW Feedback14 Jan 2021, 21:03 PM
So basically a Pzwerfer available early? ![]() Weapons team spam is generally a bad idea and tbh it being punished by a stuka should happen imho. Straight lines also make it dodgeable where as a pzwerfer can't rly be dodged unless the target is very obvious and not a weapons team. In fairness, the retreat path wipe requires some high skill levels to time it just right to have them run into it or the rockets will mostly miss.
Ah right, thanks. Yeah, very often there's a model or two just to the side of the path and thus the squad survives. I can see a bit of scatter in the right direction being a killer ![]() Support weapons have always been good targets for arty (except maybe insta unpack stuff), I'd say working as intended. In: COH2 Balance |
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