I remember when Relic patched "Blitz" from 120% to 10% instead of 110%.
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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
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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
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Post History of Mr.Smith
Thread: A single change that could fix a lot of problems17 May 2016, 18:22 PM
That's something I would definitely like to see. Even if it takes until CoH3 In: COH2 Gameplay |
Thread: [May Patch] Remove the self spotting ability from the SU8517 May 2016, 18:16 PM
This exact thing has been circling in my head for a while now. Swap Infrared HT with doctrinal MG42 for Fortifications/Luftwaffe. Problem solved. Both doctrines allowed MG34 (doc) + IR HT anyway (non-doc). Now it will actually give people a reason to still pick these doctrines. Only problem is that you now get early access to both Stuka & IR HT. Oh well... In: Lobby |
Thread: How do you use Tommies? (request for replays)17 May 2016, 18:10 PM
I don't really build emplacements I watched it, and it was interesting! However, apart from their trench-building utility, it didn't seem that this matchup ever allowed you to use Tommies anywhere close to the potential implied by their price-tag. In that game, having any less or any more than 2 Tommies would have led to the disaster (either not enough trench-building presence, or too many units being inept in the mid-late game). I will upload one later. I would be very keen on seeing this one! Having at least one sniper seems like a necessity for an aggressive build, no matter what. Getting 2 or more Snipers would make me question what you need Tommies for, in the first place. It seems is very difficult to make aggressive moves with mainline infantry without any form of fire support. Doubly so with Tommies who lack decent garrison clearing / DPS-on-the-move. The best workaround I have found so far is use the UC as a platform for grenade-totting Tommies. The problem with Brits is that if you need early indirect fire, you are locked into a Mortar Pit. My preconception about emplacement play is that the Mortar Pit synergises better with emplacement spam than it would ever do with Tommies (thus, lulling you into static playing). However, I would love to be proven wrong! In: UKF Strategies |
Thread: Give US Snipers!17 May 2016, 12:56 PM
I know! That's why I mentioned that reinstating pre-nerf RE's (was it 16MP per model?) might give USF another avenue. (provided we are careful about which guns the REs have access to, and how many!). This could be one way of weakening OST sniper dominance vs USF without adding more snipers to the game! In: COH2 Balance |
Thread: Give US Snipers!17 May 2016, 12:32 PM
You are right; you won't be able to hold on to anything if you lose every engagement. However, what I meant was that the sniper will eventually push your squads off from every engagement he is present. The sniper, however, is expensive, and your squads are dirt-cheap to reinforce (wasn't RE reinforcement cost 16MP or something?). The sniper(s) can't be present everywhere; thus, while you retreat one squad, 3 other squads are busy capping the other side of the map. (pre-nerf) RE spam is not going to solve your problem outright. But it's going to postpone/mitigate it until you decide it is time to deploy the real counter. However, we don't have to go to the way-back machine to see how this pans out. Has anybody ever found UKF sniper-spam effective vs Osttruppen spam (even when no OST sniper is present)? In: COH2 Balance |
Thread: Give US Snipers!17 May 2016, 11:48 AM
The idea is that by using REs you will minimize your bleed. Thus, you will make a very expensive MP unit ineffective against your composition. Sure, you will never manage to kill the sniper; sure, the sniper will remain annoying. Sure, you might lose most confrontations because of that, but you will eventually win the war (because of lower MP bleed/better map control) -- and the enemy won't know if you also plan on fielding an m20 or not; that's the importance of having multiple options. There are many ways to counter something in this game. From strongest to weakest: 1) 1-shot wipes, no chance of escape: AVRE, Sturmtiger, Tulips vs OST T3/Pak43/garrisons, Stuka Bomb vs Howitzers 2) Have the odds in your favour in an even fight: E.g., AEC vs Luchs, etc 3) Be strong enough to scare something away: All AT guns vs lights, Heavy TDs vs slow-moving Churchills. 4) Make an expensive unit ineffective by presenting low-value targets: Osttruppen/Soviet weapon teams vs snipers. Yes, weapon racks are an issue. However, what if we made REs only able to pick up one weapon instead of dual-weapons? Or what if we gave RE's inferior versions of the weapons they pick? In: COH2 Balance |
Thread: Give US Snipers!17 May 2016, 10:59 AM
Sniper wars can remain an option. However it should not remain the ONLY option for some factions. This completely beats the paper-rock-scissors aspect of the game, and makes it boring/predictable. Ask yourself. Would it make the game more interesting if the only counter to Emplacement spam were Mortar spam (and vice-versa)? Or would it make the game feel terribly lame/abusive? For instance, if you field a sniper as OST vs UKF, you KNOW they will have to field a sniper back; otherwise there is literally no counter to the OST sniper. Knowing that there is no other way, you can immediately queue up a 222. Now, I didn't say "any and all faction". I said "more factions". You only have to address factions that have issues vs snipers (or whose counter is another sniper): - USF could get get their low-MP Rear Echelon squads back (and maybe do something about weapon slots; e.g., minesweeper takes up a slot, like AeroHank has been suggesting). - UKF could have sniper detection on their AEC. UC is the worst sniper hunter in the entire franchise. - OKW could get smoke on their MedHQ. Or they could get stealth detection on Luchs, so that Vet1 Puma (or infiltration cheese) is not the only sniper counter available. In: COH2 Balance |
Thread: Give US Snipers!17 May 2016, 10:15 AM
If a factions' only counter to a sniper is fielding their own sniper, then you know that game design must have taken a wrong turn, somewhere. Yes, watching sniper-vs-sniper play, camouflaging each other out for minutes might be OK to watch in an ESL cast. However, it doesn't seem very healthy/interesting to play as, in the long run (IMO, even CoH2 emplacement spam is more interesting than vCoH sniper spam). The best option would be to make snipers feel a little less godlike: - Sniper received accuracy - Give a combat cooldown before snipers can recloak (currently you only get cooldown when firing from stealth) - Give a speed debuff for cloaking (doesn't have to be 50%, but infantry has to be able to catch up) Another option would be to reinforce other routes of counter play: - Give more factions cheap non-scaling infantry that doesn't care about the MP bleed (like Ostruppen) - Decent, affordable scouting vehicles for all (like Kubelwagen, unlike UC) - Vision-obscuring abilities - Reducing the availability of AT to allow vehicle counter-play However, once you do that, make sure that the faction that relies entirely on snipers to get by (*cough* OST *cough*) actually has other options available against its enemies (*cough* USF *cough*). Otherwise, it is still going to be (nerfed)-sniper spam. In: COH2 Balance |
Thread: Royal Engineers are op17 May 2016, 09:48 AM
Maybe instead of reinforce they should receive something else? UKF Sappers kind of do get a -20% Received accuracy off the bat at Vet0. I am not 100% sure if compensation is really needed directly on the unit, here. However Tommies -might- need some help. Tommies only really synergise with the rest of the faction only if you have Mortar Pits (Trenches and healing could be moved to a different unit, and nobody would miss Tommies). However, Mortar Pits seem to synergise better with emplacement spam than Tommy support. In: COH2 Balance |
Thread: Non-meta doctrine fixes [UKF]17 May 2016, 08:05 AM
This one is my FAVOURITE ability in the entire game (all factions/commanders etc). What the ability does is: For every unit you own that is in friendly territory, give them a buff that: 1) Gives them the ability to stealth ANYWHERE on the map 2) Allow the unit to decap faster The affected units retain both bonuses even if they move on enemy territory. The ability is best used offensively on units that can actually hold fire (i.e., Commandos, Snipers), when you want to pull off a nasty flank. (If a squad was not on friendly territory when you activated the ability, it doesn't receive either bonus). Otherwise, the only issue with this commander is that the only non-munition-costing ability is overpriced. Do as Svanh said, basically.
Currently, there is one and only single use for this ability. It's for 4v4 when your opponent is emplacement-spamming (bunkers, Pak43, caches), and is foolish enough to place many such emplacements next to each other (e.g., command & healing bunker next to a Pak43). One single application is good enough to destroy OST bunkers in one go. I would rather that this ability drop flames on all buildings, even ungarrisoned ones.
AVRE is one of the best support-gun negaters in the game. If the AVRE comes any earlier than this, this will have an effect similar to an extremely-early KT vs USF (with no Jacksons); OST will simply have nothing to counter it with (yes, Stugs; but Stugs are nothing without support). With an early AVRE, the following can very-well become a very valid strat: - Royal Engineer spam - No T3 - Stall with Pak wall and/or PIATs and wait for AVRE The best counter to REng spam is support weapon spam. However, an early AVRE will throw that counter out of the window. Basically, this is going to be the CaptainSPrice UKF strat on steroids. I would say it's the Sturmtiger that needs some toning down, instead. In: Lobby |
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