Invissed a couple posts, one for quoting said post.
IncendiaryRounds, I will say it one more time. There is no need to insult or attack people for disagreeing with them.
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Thread: How to fix UKF: Unit overview15 Sep 2018, 00:03 AM
In: COH2 Balance |
Thread: How to fix UKF: Unit overview14 Sep 2018, 00:38 AM
There is no need to insult anyone for disagreeing with them. I would say that the issue isn't with Infantry Sections being horrendous out of cover, as most engagements in-game happen between infantry in cover. The issue lies with the moving penalties applied to Infantry Sections, which is probably why they feel lackluster. Also, due to the fact that they cost more, and are designed to perform the best at long range, Infantry Sections are supposed to beat Grenadiers due to the cost difference. You would expect a more expensive unit that is designed to perform well at the same range to perform better than a less expensive one. You make a good argument about the Comet. I agree that giving the Comet my proposed changes would make them too powerful. That being said, I would still go with a penetration increase, as buffing it by giving it less scatter would mean more consistent anti-infantry damage, which coupled with it's RoF might make it too strong. In: COH2 Balance |
Thread: How to fix UKF: Unit overview13 Sep 2018, 15:13 PM
Alright folks, let's go back to making constructive suggestions on how to fix UKF, not bashing each other. In: COH2 Balance |
Thread: How to fix UKF: Unit overview12 Sep 2018, 09:03 AM
My proposals: - Infantry Sections regain the extra 0.9 received accuracy modifier in cover. This should make them more resilient and match up to Axis infantry better. - Mortar Pit gains specialist rounds through Hammer and Anvil specialization. While I would like to see it able to be built independent of mortars, the model is fixed to the emplacement. Therefore I propose adding utility through Hammer and Anvil specializations. For Hammer, I envision Flares and Incendiary Shells. For Anvil, I envision Flares and Airburst Shells. - AEC Mk. III main gun damage from 120 to 160, reload from 3.6/4.1 to 4.8/5.5. This is more of a flavor change than anything, as its DPM is effectively unchanged; however, this would fit the high-alpha British tank destroyer theme and make the AEC vs Puma matchup more interesting. - Comet main gun penetration from 210/190/170 to 240/220/200. This should make it much more effective against heavy axis armor. I'd also give it the Panther treatment: HP from 800 to 960. In: COH2 Balance |
Thread: Losing against USF blobbers8 Sep 2018, 01:55 AM
Moved to Replay Reviews In: Replay Reviews |
Thread: Change ostheer's Panther with Tiger and et cetera31 Aug 2018, 11:33 AM
Please stay on topic and try not to bash each other. Thanks. In: COH2 Balance |
Thread: Conscripts Vs Penals Vs Guards29 Aug 2018, 15:44 PM
Invissed a couple of posts. Let's explain which one is better and not speak of balance or bash each other. In: COH2 Gameplay |
Thread: New player advice.29 Aug 2018, 04:09 AM
My apologies, I should perhaps have been more specific, I was thinking about the specific post by TheGentlemanTroll within the thread. As for the commanders, I seem to have quite a few of the ones you recommend, but for the Soviets I only have two. Are things like the Lend Lease commander decent or relatively weak? No problem, just trying to clear things up! Lend Lease is still quite strong and will be even stronger next patch (assuming the cost reduction of the M4C Sherman goes through). DshKs are exceptionally powerful, Fuel Drops are great for rushing armor, and the M4C's main gun becomes an autocannon once it vets up. Shock Rifle Frontline is decent, Shocks are amazing close-quarters infantry, AT gun camouflage is a nice bonus, Incendiary Artillery is strong against support weapons, KV-8 is strong anti-infantry (and will be even stronger next patch), IS-2 has frontal armor as thick as a King Tiger and can reliably fight Panthers and Tigers. The way the game engine works, accuracy is going to be more valuable per se than reload and cooldown. Personally, I go with veterancy, ability cost, and build time bulletins. Faster Vet means better units earlier. Ability Cost reduction (e.g. Panzerfaust, Teller Mine, Grenades, Medical Kit) might save only a few munitions at a time but over the course of an entire game, it could mean up to 100 extra munitions. Build Time means earlier map presence, which translates into more map control, giving you more resources to work with. In: Strategy Desk |
Thread: New player advice.28 Aug 2018, 16:45 PM
1. Well, the advice is all over the place, could you specify? In my opinion, these are 4 strong commander picks for each faction: - Mobile Defense (WM) - Blitzkrieg (WM) - Lightning War (WM) - Jaeger Armor (WM) - Guard Motor Coordination (SU) - Mechanized Support (SU) - Guard Rifle Combined Arms (SU) - Armored Assault (SU) - Special Operations (OKW) - Luftwaffe Ground Forces (OKW) - Breakthrough (OKW) - Fortifications (OKW) - Heavy Cavalry (USF) - Infantry (USF) - Airborne (USF) - Mechanized (USF) - Special Weapons (UKF) - Vanguard Operations (UKF) - Commando (UKF) - Mobile Assault (UKF) 2. Generally, intel bulletins should be designed around your playstyle with the faction's standard units, unless you are 100% certain that you will be using a certain doctrine. As an example, most players utilize Riflemen bulletins because they are central to virtually any USF build. 3. Soviets are relatively easy to pick up. Plenty of options in build orders, lots of viable commanders. Brits are generally the most difficult faction. Next would probably be WM. In: Strategy Desk |
Thread: Feedback for Commander Revamppatch28 Aug 2018, 04:44 AM
Forgot OKW in my previous post: - Panzer Commander: decent change - Emergency Repair: decent change, although has the hit-when-repairing-instant-decrew thing been removed? - Sturmtiger: doesn't wipe even a single squad from a blob consistently, although it does do massive damage. Also, the suppression wears off too quickly. - Sdkfz. 234 Puma: tied to BP2 works to curb Mobile Defense call-in meta - StuG E: more reliable, decent change - Tactical Movement remains in German Infantry (?) - Veteran Squad Leaders: the Pioneer squad leader is really strong, but the Grenadier one leaves something to be desired. 5-men grens with a single G43 does not outperform 4-man grens with a single LMG42 in every matchup (Rifles, IS, Penals, Guards, DP Guards, Shocks, LMG Paras, LT, SMG Paras), and at best matches the LMG-equipped squad. I suggest combining a 5th man with the G43 package, 60MU cost but gives a 5th man and 2 G43s, see how they perform that way. Also, why not give PGrens a 5th man? - Stormtroopers: a lot stronger than expected, they are better at close range than Sturmpioneers (but still lose to Shocks, SMG Paras, SMG Rangers, they are about on par with Commandos). I suggest adding Tactical Advance to their base kit (when they're not upgraded with G43s or Panzershrek). - Commissar Squad: both abilities seem quite decent, can reliably turn engagements. The squad itself isn't too strong, however. - Scorched Earth: activates far too slowly. The flare reveals the squad, but by the time the flame mortars drop, the point is pretty much capped. At best it drains your opponent of a few resources, which is actually worse because your invest 35 munis to stop your opponent from getting 5 muni +3 fuel/7fuel /11muni. I suggest that the entire point burst into flames immediately, effectively denying a cap, and remove the stops-income part. KV-8: holy cow this thing is strong. 1v1 a PaK 43, anyone? Shocks: they're more powerful, but still not as strong a SMG Paratroopers or SMG Rangers. Forward HQ: works a lot better, could open up use of Urban Defense on... non-urban maps M-42 45mm: very reliable against light armor, ambush camo is great, but only buffing close penetration it kind of moot as by the time tanks like the Panzer IV or Ostwind close in your ATG needs to relocate (or die). Also, I suggest giving it extra penetration as the first-strike bonus, as that's definitely what it lacks (unless the typo in the notes is supposed to mean that it gets +20% pen?) I suggest a small buff to penetration across the board, like 140/120/100 (flat 40 across all ranges). In: Lobby |
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