Am I the only one wondering why OKW merits to have a 5-star LeFH (which will be better than the OST equivalent that costs exactly the same), to begin with?
- No teching costs involved to unlock LeFH
- No price difference (hey, at least for P4 and P5, increased fuel price acts as a bottleneck)
- The fact that OKW is a fuel-bottlenecked faction, not an MP-bottleneck faction (and LeFH costs only manpower)
- The fact that OKW has looser constraints with respect to popcap than OST.
Don't get me wrong:
- Give 5-vet to OKW LeFH
- Just make sure that the 3-vet OST LeFH is better in some areas than the 5-vet OKW LeFH and worse in some other areas
- .. because those two units cost exactly the same!
- (you are allowed to change Veterancy thresholds so that OKW achieves 5-star LeFH at the same time OST would achieve a 3-star LeFH)
In short; don't make one better than the other. Make them different!
Profile of Mr.Smith
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You have a great idea that improves the QoL aspects of the game? Please, drop your idea here:
https://www.coh2.org/topic/57860/some-qol-suggestions
Check out Cruzz's DPS calculator:
https://drive.google.com/file/d/0B7gwy65JLbSRMEJ3M2ZPandMMW8/view?usp=sharing
(Download the file, open it with your browser)
https://www.coh2.org/topic/57860/some-qol-suggestions
Check out Cruzz's DPS calculator:
https://drive.google.com/file/d/0B7gwy65JLbSRMEJ3M2ZPandMMW8/view?usp=sharing
(Download the file, open it with your browser)
Post History of Mr.Smith
Thread: Sturmpioneers able to have a shreck and minesweepers22 Jun 2016, 16:43 PM
In: COH2 Bugs |
Thread: firesparks' balance mod22 Jun 2016, 16:28 PM
*necro* I think it would be a nice idea to see most of these changes coming up in a future iteration. What I really like about the changes is: - The normalization of Veterancy bonuses (grenadier-rifles-cons) - The handling of the double-LMG meta (which is also linked to the insane veterancy modifiers some units get) - The attention given to popcap (this is something that is being handled -very- sloppily this game) I also like how you handle the sherman, so as to give it a distinct flavour over other mediums (Sherman is the end-game close-combat tank of the USF). What I am most worried about (with respect to faction flavour/differentiation) is that: 1. Firefly looks extremely similar to the Jackson I would say that Firefly is the better Jackson. Given that: - The Jackson is incredibly fragile (since Jackson is so fragile, it can't really utilize its turret traverse that much) - UKF has some of the best stock recon options (and USF has some of the worst) - UKF has the option of buying more resilient brawler units stock I would say that the Firefly gives both better utility than the Jackson, and also offers superior marginal utility to the faction it belongs. 2) PIAT looks extremely similar to the Bazooka (if PIAT is to retain its arching projectile when using attack ground, then the PIAT becomes a strictly superior weapon). PIATs are, currently, beyond insane, both in terms of raw performance, and in terms of the skill gap. That will have to change someday. I agree with the lowering of the skill gap. However, it would be nice if the Bazooka and the PIAT could trade some stats somewhere (e.g., trade-off between accuracy and penetration, or damage, or something). That's mostly faction diversity for diversity's sake. 3. Bofors durability I completely agree with the Bofors changes. However, do you also intend it to retain brace? One of the most annoying features of emplacements is the fact that brace can be mixed in with repairs (especially engineer-free repairs). Mixing a large health pool with brace, means that the UKF player will have all the tools they require to keep Bofors' HP topped up. 4. Sniper Another idea to reduce Sniper strength is to severely reduce their sight-range. e.g.,: - Give snipers 35 sight range (no bonus with vet) - Require that snipers remain stationary for 3-ish seconds before they get access to extended sight range. That way if you want to harass with snipers, you need to be either very careful with them, or you need to put some infantry between you and your target (which means you can also start bleeding manpower). |
Thread: M1931 B-4 Howitzer - Let's do something about it!22 Jun 2016, 14:03 PM
- reduce price to 500 I think that's one of the best ideas in this thread so far. I also like Miss-Commisar's idea of making the B-4 fire more shells per salvo. But then, there will be very few differences to keep B4 distrinct from its little brother (ML-20). If you want long-range arty with huge alpha strike, the shell that lands should do way less damage than sustained-barrage arty (kind of how Katyusha vs Panzerwerfer balance should look like). Otherwise, the alpha-strike howitzer becomes by leaps-and-bounds better than the sustained-barrage howitzer (since they cost the same; for no reason). I don't have a good proposal for B4 (apart from the suppression one that has already been suggested). However, I am going to throw this one to the pool of ideas: - You can design a deathcrit that affects a very big radius such that every infantry model affected has X% chance of dying (say 20%) -- that should be similar to the way troop transports work when they become destroyed. Thus: - You can use B4 to severely bleed somebody blobbing everything they have in one area - But you will almost never ever get any wipes with it (unless the squads have not been reinforced). (off-topic: imo, that deathcrit should be something that should be implemented for other one-off things as well (different percentage though). e.g., demo charges, AVRE, Sturmtiger etc). In: COH2 Balance |
Thread: panthers reload speed22 Jun 2016, 13:05 PM
Accuracy only affects "heatseeking projectilees" that will follow the target anywhere it goes. This includes panzershrecks; it also includes small-arms fire which, generally, have a very large accuracy values. If you take the Comet, and stack all the accuracy bonuses on top (commander & vet), you get about 6% accuracy vs infantry at mid-long range. However, from experience, you must have noticed that the Comet hits a lot more often than 6% of the time. That's solely because of a combination of very good scatter with decent AoE. This means that the accuracy-based part of the hit-roll is unimportant. In: COH2 Balance |
Thread: Bugs after June 21 patch22 Jun 2016, 13:00 PM
Something I just witnessed during my last game, not sure if it's related to this patch though. I was playing a game on red ball express as Soviets and had an mg garrisoned in the building on the forest side. I hadn't built a Special Rifle Command, but I could click on the base icon in the bottom right-hand corner nonetheless. It would say "Special Rifle Command" but show me the house with the mg garrisoned inside. Actually, this bug happens very often to me as well (for other factions, too) -- since a long time ago. It's only on that map and only on that particular house. In: COH2 Bugs |
Thread: Testing how mines work in the new patch22 Jun 2016, 12:58 PM
Does the reduced damage apply to all general-purpose mines (OKW, UKF, Soviet and USF-doctrinal), or is this only limited to Soviet TM-35 mines? If it's just the Soviet mines, then it looks like Relic has found a way to hit the sweet spot (just copy-paste UKF-mine stats to TM-35 stats, and it's fixed). Otherwise, anti-vehicle damage needs to be upped (else everyone will just super-glue their tanks). In: COH2 Gameplay |
Thread: Cruzz's The More You Know22 Jun 2016, 12:45 PM
I haven't had the time to check these out for myself yet: 1) Does the new Penal Ve1 ability at least stick to their native weapons (SVTs) or does it also spill over to pilfered weapons? (are we talking about Obersoldaten 2.0, here?) 2) When Relic buffed Sexton barrage, did they also remember to apply the buffs to the creeping barrage weapon (or is this a Priest-like inconsistency again?) In: COH2 Gameplay |
Thread: Sturmpioneers able to have a shreck and minesweepers21 Jun 2016, 23:43 PM
Could you add some of the bugs reported by Cruzz on the OP?
The last one is not a bug per-se, but it seems like a major oversight. In: COH2 Bugs |
Thread: Jagdpanzer 4 price 21 Jun 2016, 16:45 PM
And here I thought vet bonus are not considered in the cost well rifleman or firefly must be shit vet 3 right ? Veterancy is and has always been part of the unit; a very important one. In the case of infantry units, I would say that veterancy is even more important than base stats. This is because of the slot-item (e.g., LMGs) meta; any bonuses acquired through veterancy also apply to picked up weapons. For instance, if you lose an lmg34 to Penals post patch, you may want to alt-f4. In: COH2 Balance |
Thread: panthers reload speed21 Jun 2016, 12:39 PM
Actually, +accuracy veterancy only helps vs bigger targets. Accuracy veterancy (on tank guns) does jack-shit vs infantry. What you want to improve our AI capabilities of your (low-accuracy) tank-guns is reduced scatter (i.e., the thing that King Tiger, Tiger and OKW P4 receive in spades) or reduced reload time. (Comet is good vs infantry mostly because it already has really good scatter distances already at Vet0). Stug is the last crutch for most armour..and ur using it as an excuse for panther? No. What I was saying that you cannot use the Stug as an example to buff the Panther. The reason why the Panther merits absolutely no direct rof buffs is that a Vet2 Panther has: - Exactly the same durability as the Churchill - Collectively, its MGs deal Vet3 lmg-gren-like damage - Is a racecar compared to what USF/Soviet can field to counter it - Has one of the best guns in the game (accuracy, penetration) when it comes to dealing alpha-damage (at range 50) ... and now you just want to flat-out increase its rate of fire, without a compensating nerf? In: COH2 Balance |
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