Among the "best" features of OKW at release-time was the uncuttable wire. What this meant was:
- No light vehicle could crush Sturmpioneer wire
- Even if you upgraded minesweepers, you couldn't cut the wire
OKW used to have self-spotting Kubel which could suppress/pin enemy squads really quickly. This was basically uncounterable vs the USF, if the area didn't contain enough garrisons USF could abuse (OKW didn't have incediary nade either). The Kubel thing ran its time from release until rework.
Finally, this:
(sWs trucks used to come for free, and you could later salvage them for fuel).
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:
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https://www.coh2.org/topic/57860/some-qol-suggestions
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Post History of Mr.Smith
Thread: History of OKW?14 May 2016, 15:07 PM
In: COH2 Gameplay |
Thread: History of OKW?14 May 2016, 14:43 PM
OKW early game was extremely weak (Volks dealing -16% damage, but costing 235MP, Sturms costing 320). All of this in exchange for Vet5 and the weirdest tech tree in the game. The reason OKW had to be reworked was because resource tampering and the weird tech structure made it impossible to keep OKW balanced/consistent across all game modes. Just before Brits arrived, OKW was the undisputable underdog in 1v1, and they were the undisputable GODS of 4v4. In 4v4, if Allies hadn't managed to decisively beat the Axis by minute ~10, it would get all downhill from there; and it's not very fun when games last 10 minutes. The partial resource idea centered on them being limited on units, but this was especially problematic in team games where it made only a marginal difference. All of this, plus. - The resource penalty gimmick meant that some vehicles' fuel prices had to be brought down a bit lower, otherwise the faction would just sink. Teching fuel prices (absolute price) were also significantly lower than other factions. E.g., the nominal price of both Panthers or P4s (OST and OKW) used to be the same. However, the OST version of either vehicle is nowhere near as good as the OKW version of these vehicles (and not just because of Vet4/Vet5). What this meant is that, if we would balance OKW according to 1v1, OKW would steamroll over everybody in 4v4 because: - They got access to fuel caches - They had access to fuel supply drops from OST allies; since all OKW fuel prices were significantly lower, this meant very fast King Tigers hitting the field; and that was getting annoying. - The other reason for this disparity was that the tech structure only made sense for 1v1. For instance, you had JP4 in the med truck. Nobody in 1v1 would ever rush a JP4; why would you build a tank destroyer in an infantry-heavy mode? However, in 4v4 it was pretty much a no-brainer to get a JP4 to counter enemy vehicles; your teammates would be able to carry you vs infantry, and your team would have early access to the best tank destroyer in the game, even before enemy mediums would hit the field. Of course, if you managed to lose that JP4, it was pretty much gg, you lose. In: COH2 Gameplay |
Thread: LMG Aim time14 May 2016, 10:23 AM
I know that LMGs have better long-range DPS than short-range DPS. However, LMG upgrades also have better short-range DPS than the short-range DPS of the weapons they upgrade. Thus, the upgrade becomes a no-brainer. I am talking about giving LMGs a pre-buff Conscript PPSh trade-off here.
I noticed the thread, but I'm not that well informed to actually contribute anything useful there
Trading utility for weapon upgrades would probably solve 99% of the balance complaints in the game. OKW: A Schreckblob would be reduced to nothingness without flame/infiltration nades. USF: There would finally be a reason to consider going for airborne LMGs over Riflemen LMGs. OST: It's either LMG snipe or rifle-nade to counter those MGs, not both. UKF: Well; Tommies had no utility to begin with, but the other armies are losing their utility. SOV: Similar to UKF In: COH2 Balance |
Thread: LMG Aim time14 May 2016, 09:53 AM
- Or give LMGs an accuracy/burst duration penalty when not behind cover - Or make LMGs a downgrade for short distances - Or retain LMG damage profile, but make its performance degrade significantly between ranges 30-35 (that way, a-moving will make your troops halt at a sub-optimal distance) Well. There certainly needs to be some downside to LMGs rather than making them the no-brainer weapons than they currently are. On the other hand, OST and Brits only have stock access to LMGs to begin with (thus they have no competing options). That, plus the fact that Tommies having terrible moving accuracy (Funny tidbit: a 5-man Vet3 Tommy squad has lower DPS on the move than a 4-man Soviet Combat engineer squad) Note that one thing that might happen if we increase LMG aiming time by too much is that when you close the distance enough, it will be possible to circle-strafe the lmg-holding model without allowing it to fire back. Think of this as what happens to snipers when you want them to wipe "that last retreating model" and they keep turning and readjusting. (for comparison the aim time for LMGs is between 0.25 - 0.5 secs, and the aim time for the sniper is ~1.5 secs) In: COH2 Balance |
Thread: [May Patch] Remove the self spotting ability from the SU8513 May 2016, 16:02 PM
Have you even tried using the SU-85 in May Preview mod? If anything the new Vet3 SU-85 will be even worse than the current Vet0 SU-85 vs T3 units (penetration veterancy doesn't mean jack if you can already always penetrate). I have two words for you: Stug Spam. In: Lobby |
Thread: Railway Arty12 May 2016, 15:30 PM
(Now that the cat is out of the bag). Basically you can abuse this ability to prevent your USF opponent from fielding vehicles (or anything gained due to teching). - Have an ally spam Recon Flares over the enemies' base - Keep spamming Railway Artillery over the enemy HQ (bonus points vs the USF HQ which is donut-shaped) - Once the base is destroyed, keep spamming Railway Artillery on the enemy RE's to prevent the base from ever being rebuilt (you don't have to do this very often, as it takes a long time to repair). The doctor recommends Osttruppen doctrine (so that you can augment your Munitions income while doing this). It's beyond stupid that some abilities can still be used in the base sector. In: COH2 Balance |
Thread: Luchs vs T70 vs 22212 May 2016, 12:52 PM
It's fine. Actually, T70 doesn't care at all if it's moving or not (it's scatter penalty that matters for tank cannons, not moving accuracy penalty). Thus, chase away and hug the retreating squads (so that if you hit a Teller, they are going down with you). (The only other tank I know that shares the same qualities as the T70 is the Easy8). In: COH2 Balance |
Thread: Bofors11 May 2016, 23:23 PM
That was my initial thought too at first. However, I requested this in the modding tools forum and "Planet Smasher" has already put together a mod where you can really have garrisonable mortar pits (and it looks exactly like it should -- mortar pit showing exactly the same number of mortars garrisoned; different types of mortars, etc) Currently we are working on finetuning the stats (so that mortar pits do not become death pits). The only issue related to animations is that there are no animations for the mobile 3-inch mortar. Ccurrently, Planet Smasher is using the USF mortar as a placeholder). In: COH2 Balance |
Thread: Patch Wishlist11 May 2016, 19:17 PM
Actually, one very important aspect of emplacements that makes passive repairs so powerful (Advanced Assembly/Stand fast) is brace. While the emplacement is braced, it receives reduced damage. However, the received repair rate is the same when the emplacement is both braced and unbraced. This means that bracing an emplacement while it is under stand fast might lead it to regenerating HP faster than it is losing it (e.g., due to an enemy mortar barrage). Having passive repairs on top of that means that you don't risk losing squads by repairing (no brainer!). The easiest way to get rid of this effect is: - Give Bofors gains increased HP - Remove brace - Possibly adjust price - (along with all the changes outlined by Imagelessbean) In: Lobby |
Thread: Panzerwerfer overnerfed11 May 2016, 18:28 PM
Since I have already covered the exact subject before, you can refer to this thread for the facts: https://www.coh2.org/topic/47530/did-the-panzerwerfer-really-need-a-damage-buff (this was made before the Panzerwerfer nerfs). Also, if you truly think that the Katysha is performing better than the Panzerwerfer, why didn't you ask for the Panzerwerfer to duplicate the Katyusha barrage in the first place? If you aren't sure how to compare things, you can always ask for help from the community. Otherwise, if you too shy to ask for details, you can always ask "If those two things perform the same job, why aren't those two things mirrored; what trade-offs are there?" PS: The AoE profile of the Katyusha is still 1/0.35/0.1 (i.e., it's worse than the Panzerwerfer). In: COH2 Balance |
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