Only question is - if only old abilities would be used in re-wamp or its possible to see some new ones
Assume it is possible to change abilities at will.
Posts: 2636 | Subs: 17
Thread: DBP Commander Revamp brainstorming10 Nov 2017, 09:51 AM
Only question is - if only old abilities would be used in re-wamp or its possible to see some new ones Assume it is possible to change abilities at will. In: COH2 Gameplay |
Thread: DBP USF thread10 Nov 2017, 09:32 AM
You can't have both. 3 AT gun shots deal 480 damage, which is live-version Jackson's HP. In: COH2 Gameplay |
Thread: DBP Commander Revamp brainstorming10 Nov 2017, 09:25 AM
As you all know, the following commanders are going to be revamped: * (USF) Recon Support Company * (USF) Mechanized Company * (SOVIET) Tank Hunter Tactics * (SOVIET) Guard Rifle Combined Arms Tactics * (BRITISH) Royal Engineer Regiment * (BRITISH) Commando Regiment * (OKW) Feuersturm Doctrine * (OKW) Luftwaffe Ground Forces Doctrine * (WEHRMACHT) Jaeger Light Infantry * (WEHRMACHT) Osttruppen Doctrine Some of the commanders, luckily only require minor tweaks, which will allow the commander to perform their intended role (e.g., Guard Rifle Combined Arms). However, some commanders are filled with pointless abilities which either don't fit the doctrine or don't help the commander to scale in anyway. We have some ideas of our own. However, before we commit to implementing them, we would also like to hear some of your ideas. What abilities/units would you think it would be fun for those doctrines to have, that they are currently missing? In: COH2 Gameplay |
Thread: December Balance Preview10 Nov 2017, 09:10 AM
I am VERY much against the 1.3 sturmpioneer changes. If those changes go through as they are, I'm going a sturmpioneer into kubel start, and the enemy isnt going to get their cutoff. On some maps, it might honestly be a free win. The 12 second difference in construction time is massive and probably the only reason why we dont see actual double sturm starts. The parameter that controls reinforcement time is also the parameter that affects build time; so it was easier to just change a value and test what happens; maybe it won't be 3 Volks every game. Jackson price should probably be reverted with the damage reduction. I would argue it'd need even more penetration though in this case. That and/or an improved rate of fire, at the very least through vet. A better turret rotation speed might help improve its reliability too. (Though IMO that goes for virtually all non-heavy turreted tanks.) Yeah. Initially we were going for a bigger penetration boost, but we have to make changes more progressively. Though, in hindsight the latest Jackson could go with a price revert. Note that Vet1 is still unchanged.
We wanted to make a timed ability that was going to force the flak to be AA-only. I couldn't find out how to make this work. The only similar abilities operate on squads. 1. I'm confused because G43 really is called "Jaeger Light Infantry" and there is no command that is called that. What is the commandant of the Werhmacht revamp? Jaeger Inf Doctrine or Lightning War Doctrine? Jaeger Infantry Doctrine. It's the one with Camo and G43. Btw the USF commander being revamped is Mechanized Doctrine (the one with the early car); not Armor Company.
Yep!
Making it affect singular squads with old stats could work.
We either have to keep Jackson at 480HP, where a single mistake means no heavy AT for USF. The moment we step out of that threshold, the only reasonable option is to set damage back to 160 and play around that area with price changes, reload time changes and accuracy changes. Otherwise, it becomes a nightmare for OST to engage a durable jackson. In: Lobby |
Thread: December Balance Preview10 Nov 2017, 01:44 AM
Also, won't the design just encourage a player to spend an additional 5 munitions to place a mine under it and with that get the same cheesy squad wipes but now without the need to press a button? We've already predicted that. Trying to blow up demos passively still sets off the timer. Primarily, you are going to use your demos vs structures, since they are now affordable. You could also try to score a cheeky wipe on the retreat path. In: Lobby |
Thread: December Balance Preview8 Nov 2017, 18:08 PM
Mr. smith, is there any chance that you guys could change the cons sandbags to the smaller one? That huge sandbag is just retarded, you can't use against the points to deny cover and it get smashed very easily by vehicles because they occupy so much space. I wish there was a way to make the smaller sandbags not fit against control points, instead, cause it's such a no-brainer. Conscript sandbags at least force you to think of a way to place them strategically, or force you to tie up your engineers to put up a wire. In: Lobby |
Thread: December Balance Preview8 Nov 2017, 17:56 PM
Only bad or greedy players will sacrifice their range advantage to chase after an OST tank and be lured to a teller mine. In 20+ DBP games where I've used or played against the Jackson against the very best and very worst of players, I doubt I've ever seen once a case where Jackson survived with less than 160HP (which would make a case for lowering the amount of HP). For OKW, I always had the option of raketen ambushes and/or tapping out for a JP4. As OST, it seemed OK that Jackson could threaten my Brummbar or Panther. However, I didn't have any choices apart from luring the Jackson in a pak TWP-ambush, and that didn't feel OK. It's just that the the disparity of the performance of the Jackson against OST and against OKW is too great, and lowering the HP won't fix any of it. Lowering HP to 560 won't help OST at all. However, it will make Jackson even shittier to doctrinal OKW options. In: Lobby |
Thread: December Balance Preview8 Nov 2017, 16:16 PM
OKW will still have an easy way of dealing with the Jackson using JP4, or stealthed raketens. They have a lot of options. I just want to make sure that OST also has counter options available to them, other than "USF player failed to minesweep the area". In: Lobby |
Thread: December Balance Preview8 Nov 2017, 15:39 PM
It's not that big a deal. After you've eaten a teller, you have your engine damage over enemy territory (because nobody can afford to plant 50MU mines all over the place), and you're going to die anyway. In: Lobby |
Thread: December Balance Preview8 Nov 2017, 13:10 PM
On USF changes I'd say Jackson should be 600 hp or 540. 640 hp is too much for a turreted TD when used by a competent player even with the increased cost and nerfed moving accuracy. The primary faction the new Jackson overperforms against in DBP is OST. Changing Jackson HP to anything other than a full revert will probably make things even worse than they were before. In the best case, this won't change anything vs OST (stug and Panther will both require 4 shots each to kill the Jackson). In the worst case, Jackson will continue getting 1-shot by sturmtigers, or 2-shot by HEAT shells, or 2-shot by JT/Elefant. This will make Jackson even worse in those late-game situations than before, since it now costs more than before. HP has to stay either at 480 or 640, and something else has to give. e.g., we could drive damage down to 160, but increase penetration by 25% to compensate; that way Stug counterplay remains a possibility, and Jackson can perform its late-game role properly.
The reasons for moving smoke from RE to Riflemen are multiple: - Giving smoke to RE gives them a combat role, where they lacked any before - Removing smoke from Riflemen, makes them less of an 1-unit army that puts elite infantry into shame, but still allows them to perform well for cost - This increases the added value of USF Elite Infantry, which were massively overshadowed by Riflemen; rather than being the non-meta option you go for to surprise people, those doctrines now actually become more competitive to non-elite infantry doctrines - It allows RE to better synergise with USF Elite Infantry - It prevents lategame USF play from degrading into Jacksons & Riflemen - It turns USF army synergy from Riflemen-centric to Infantry-centric - It allows USF late-game to transition to lower-upkeep Rear Echelons, without abandoning their smoke - Incentivising players to build tanks other than Jacksons (since both M4 and M8 have access to smoke) Finally, Riflemen smoke is massively powerful vs OST, where USF does OK against, and almost useless vs OKW where USF gets their ass handed back to them in spades. To compensate for early lack of Smoke, the USF mortar is now the best smoke dispenser platform in the game. Try it out, and let us know how the faction feels. If the changes work, without getting USF MG-pinned in the early game, it will be a healthier state of balance with more synergy involved. In: Lobby |
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