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Thread: Fall Balance Replays9 Aug 2017, 14:27 PM
leIG is decent, but is far outclassed by the Mortar Pit. While the Mortar Pit does die quickly when focused by infantry, it's really inexpensive,l accurate, massive range, and does not bleed MP. Hollow Charge isn't really useful. Sure, it gives the leIG a way to harm vehicles (and gives T1 some form of anti-tank power) but 120 damage is negligable. Honestly don't know what to do with this ability, because if damage was upped to 160 double leIGs would one-shot Halftracks and Scout Cars, while a Snare (stun, damaged engine, blind, loader injured, etc.) might be a little too strong. (Of course, I'm theorycrafting here) In: Lobby |
Thread: FBP v1.2 UKF vs OKW9 Aug 2017, 14:25 PM
GG WP Features the leIG and the Mortar Pit. ---personal thoughts--- leIG is decent, but is far outclassed by the Mortar Pit. While the Mortar Pit does die quickly when focused by infantry, it's really inexpensive,l accurate, massive range, and does not bleed MP. Hollow Charge isn't really useful. Sure, it gives the leIG a way to harm vehicles (and gives T1 some form of anti-tank power) but 120 damage is negligable. Honestly don't know what to do with this ability, because if damage was upped to 160 double leIGs would one-shot Halftracks and Scout Cars, while a Snare (stun, damaged engine, blind, loader injured, etc.) might be a little too strong. (Of course, I'm theorycrafting here) In: Replays |
Thread: [FBP] Soviet T3+ Howitzers6 Aug 2017, 15:16 PM
Was about to upload when I saw this. GG WP Being on the receiving end of the barrages, ML-20s are a lot stronger than leFHs. Perhaps too strong. Just to theorycraft, OKW T2 --> T1 --> leFH or T1 --> T2 -->leFH would probably be quite effective against Brits, especially if they built emplacements. In: Replays |
Thread: FBP Update v1.26 Aug 2017, 12:43 PM
The Ostwind, Flak Emplacement, M15A1 seem much more in line. Schwerer is practically useless as an AA tool. Centuar is better, but still a little underpowered from my perspective. However, the Soviet Quad is ludicrously effective, as are pintle-mounted DshK-38s (e.g. those found on IS-2s). Perhaps 50% damage vs aircraft for the Quad, and for the DshK-38 25% damage? USF's pintle M2HBs and WM/OKW's pintle MG42s are still completely useless as an AA tool.
I'd like to see indirect fire remain a soft counter to emplacements. After all, artillery can reliably damage each other on the battlefield (e.g. mortar duels), so I'd like to have the option of brute-forcing down a mortar pit with mortars and infantry support guns. In FBP v1.2 the fight is extremely one-sided: the pit is so accurate that it reliably damages even Sdkfz. 250/7 Mortar HTs.
Don't forget the Sdkfz. 250/7 Incendiary Mortar Shell and the mighty Goliath! Edit: Pit survivability seems okay now. Quite vulnerable to infantry flanks, especially when it has not yet been upgraded.
I see why target size shouldn't be touched. Assault Grenadiers wiping Mortar Pits from 30m range would be very bad. However in my experience LMG42 Grens and even LMG34 Obers aren't too effective because the total DPS of the squad is rather low compared to squads completely armed with automatic weaponry (especially at range). A few thoughts on other units that might need tweaking: Kubelwagens are so useless as combat units that on most 1v1s I'd go 4 Volks every time instead. They might see use in team games with larger maps though. If I could tweak Kubelwagens, I'd revert the unit to its original state (strong early-game combatant) but remove its capping ability, or lock it behind an ability akin to SOV Secure Mode (that also requires 3-5 seconds to toggle). This makes the Kubelwagen an early-game combatant, capable of causing decent MP bleed and help infantry win fights, but the OKW player sacrifices capping power (at least the ability to contest points and fight enemy infantry at the same time). Alternately, because the FBP Kubelwagen is all about capping, increase the rate that it caps points even more (150% capping rate?). This would make it a very strong capping unit, and would also make it much more viable as a point-harrasing unit. leIG 18s are much, much stronger against infantry. However, the HE barrage is a bit lackluster, and the Hollow Charge ability confounds me (its damage is negligable). I would say their performance in FBP v1.2 might warrant a cost increase back to its original cost, and throw in a bigger HE barrage (perhaps 6 shells?) and/or a vehicle critical (blind sounds pretty good) for the Hollow Charge (increase cost accordingly too). #makeleIGgreatagain M36 Jacksons are strong, very, very strong. Reliably counters all Axis heavy armor, and wrecks mediums reliably as well (even at max range). The only units that reliably outgun it are heavies (Tiger I, Tiger II) and casemate TDs (Elefant, Jagdtiger, StuG III G, Jagdpanzer IV-70) provided they aren't flanked. I think their performance in FBP v1.2 might warrant a cost increase to around 420MP 155FU (Firefly territory). Either that or reduce it's HP down to 560HP and make it a glass cannon again. In: COH2 Gameplay |
Thread: FBP Update v1.26 Aug 2017, 07:29 AM
Mortar Pit Report: The Mortar Pit is quite viable in 1v1 due to reduced Mp cost, however range is still astoundingly massive. You can cover pretty much an entire 1v1 map if you put it anywhere near the center (e.g. Langres, Kholodny, Glider) It is reliably countered by infantry with automatic weapons, which is great. Some of the strongest are Sturmpioneers, Panzergrenadiers, Fallschirmjagers, Assault Grenadiers. Grenades and even anti-tank abilities (Panzerfaust, AT grenade) are quite effective too. Howitzers (leFH) still reliably counter them, however all other artillery do not. Panzerwerfer and Stuka zu Fuss are quite useless against it, as are G.W. 34s and leIG 18s. AT guns (Pak 40, Raketen) and Tank Destroyers (StuG III G all the way through Jadgtiger) are also quite useless. However, there is one type of weapon that should hard-counter it, yet does not. Flamethrowers are woefully ineffective against it, despite the Mortar Pit being a building. Pioneer and Sturmpioneer Flamers are incredibly useless, and even the Flammpanzer 38(t) Hetzer and Sdkfz. 251/16 Flammpanzerwagen with their vehicle-mounted flamers (with damage-over-time) are absolutely worthless. TL;DR, my main concerns are: - Massive range is worrying - Flamers are utterly useless Suggestions: Is it possible to increase the hitbox size to 3 or 5? First off, it will be easier to target with infantry, increases vulnerability to indirect fire (what should counter static play), while still being small enough to avoid being sniped by units like AT guns and Tank Destroyers. Also, the increased hitbox size should solve the problem of flamers being utterly useless against them. Flamers have 1.0 accuracy, but they also have scatter and a 0.5 accuracy multiplier against emplacements. In: COH2 Gameplay |
Thread: Conscripts need to be balanced4 Aug 2017, 11:09 AM
The EFA revamp did wonders for Conscripts. Much more reliable, worth 240MP. It's a shame that the scope for the Fall Balance Preview did not include mainline infantry. In: COH2 Balance |
Thread: panzerwerfer is now to weak with fall patch31 Jul 2017, 00:32 AM
In my experience, the Panzerwerfer is fine. It reliably takes out infantry targets because it is relatively accurate. Decent against blobs, enemy team weapons, and retreat points. The only thing that I would like to see would be improved anti-garrison power (mainly stone buildings). And they've added that in v1.1. In: COH2 Balance |
Thread: Fall balance preview20 Jul 2017, 10:32 AM
Well, I wiped quite a few with my Panzerwerfers In: Replays |
Thread: Fall Balance Preview20 Jul 2017, 10:25 AM
There was a time when you had to toggle the Anti-Aircraft mode on the M15A1. They removed it for good reason: unnecessary micro tax. All AA units will automatically engage enemy aircraft as their first priority. If you're wondering if you can stop them from targeting aircraft, I'm not sure. You could test it by giving them an attack command when there is an enemy aircraft on the field. In: Lobby |
Thread: Fall Balance Preview20 Jul 2017, 03:30 AM
Re-tested, it seems pretty strong. Unless directly targeted by the loiter, of course
I've done further testing, and I have different results: I've created a blob of enemy vehicles, then put the AA unit outside of the Loiter zone. Used WM Stuka CAS to test. Keep in mind this loiter actually makes one final pass after the ability duration is over. AA units listed in order of effectiveness. Very Effective (downed both aircraft before duration of ability ended) - Ostwind: approx. 20 sec - M17 Quad: approx. 25 sec - Bofors: approx. 30 sec. I tested this against Typhoons (Vanguard Operations Strafing Support), but they should perform the same way. - Schwerer Panzer HQ: approx. 30 sec - Sdkfz. 251/17 Flak HT: approx. 35 sec - Centuar AAMk. II: approx. 40 sec Effective (downed one aircraft before duration of ability ended) - M15A1 AAHT: Its MGs do almost nothing, while the 37mm AAA is pretty effective. Also, it happens to rotate when engaging enemy aircraft, so it is advised to use handbrake. - Sdkfz. 222 - pintle DshK: The pintle-mounted DshK is surprisingly effective. Mediocre (downed one aircraft after duration of ability ended) - 2cm Flak Emplacement Ineffective (downed no aircraft after duration of ability ended) - pintle M2HB: Reliably damages aircraft, never can bring them down however. - pintle MG42: Pretty useless against aircraft. In summary: I would say that the M15A1 and the Centuar need a slight buff in the AA department. If you could fix the tendency of the M15A1 to "dance" when it engages aircraft (perhaps related to its limited firing arc?) that might do the trick. The Centuar is a dedicated AA platform much like the Ostwind, I would like to see it perform as well in the anti-aircraft department. Additionally, the poor Flak Emplacement needs some love (although base Flak Emplacements need to not be able attack aircraft, or OKW would be more OP). Perhaps make it especially strong against aircraft to give it a niche role? In: Lobby |
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