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#Steam AliasWL%Streak
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Posts: 181
Thread: Couple of No-Brainer Changes to the Game1 Sep 2016, 22:40 PM
All great suggestions. In: Lobby | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Thread: USF mortar still not fixed1 Sep 2016, 22:39 PM
Wouldn't it be better to address the issues with USF teching and light vehicles in general before going for the band-aid solution of forcing the grenade upgrade? In: COH2 Balance | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Thread: Can we have more strategy guides for Brits and OKW?29 Aug 2016, 04:09 AM
As a top 50 Brit player in a winstreak, with a build that does not involve anything more than a mortar emplacement, I find these views on the Brits insulting and uneducated. Especially now saying a lie like the Russians are harder and more complicated to play, when we are in the Penal/Guard spam Meta, its completely false. I agree but the "emplacements or bust" posts are indicative of the sort of UKF players most people will go up against. The following post comes close to picking the issue but draws the wrong conclusion: Just look at all the replays. There is nobody that plays Brits "well." They are a one trick pony that just sit the whole game on emplacements getting free manpower bleed. It's not that UKF is particularly poorly designed (CoH1 Brits were far worse: no mobile AT gun, MG, or mortar) but that the vast majority of UKF players use emplacements as a crutch and never actually learn to play CoH2. This makes it unlikely for a competitive player to learn the game by playing UKF and the very existence of emplacements discourages most of those who didn't from seriously playing the faction. In: Lobby | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Thread: Overall Gameplay Balance vs Unit Balance27 Aug 2016, 00:21 AM
I think that the biggest thing holding CoH2 back is that balance tends to be narrowly focused with an eye to fixing whatever the current meta is without any consideration of why it is the way it is or the long-term consequences of changing it. Take the old heavy tank meta for example. Matches used to end by who could spam Tigers/IS-2s better because both tanks outclassed anything their respective factions could field. They simply weren't designed to properly require combined arms and instead of balancing them to fit their respective factions they were limited to one per player and buffed to become super-units while the real issue with heavy tanks and CoH2's fundamental flaw went unaddressed: the game is balanced around timings and phases rather than armies and units. This post by a very good player is a good example of what I'm talking about: The biggest problem, for me, is the light-vech meta. The meta demands you rush out a light vech or get crushed. Why? Well, light vechs do quite a few roles: VindicareX is correct that light vehicles are currently a bit of a mess balance-wise but doesn't understand (or at least write about) how it got to this state. The current problem with light vehicles is that they're balanced for the mid-game light vehicle phase rather than being balanced to be a viable option all game. What do I mean by this? Light vehicles must be overwhelmingly powerful during the light vehicle phase to justify the resources spent on teching and building them since they become obsolete late-game. This is modified by utility in a few cases (222 and UC AA, M5 and 251 field reinforcement, etc.) but the fragility of the Stuart, AEC, and T-70 mean that buying a new one during late-game is often a waste of resources. Compare this to the Puma. 50 range means that the Puma can do damage in late-game without needing to worry as much about the proliferation of enemy AT weapons. In short, the solution to the light vehicle meta is to balance units both for their initial arrival and to give them a place in a late-game army. Infantry are already fairly balanced all game (ignoring certain weapon upgrades) but vehicles and AT weapons are generally not. The earlier a vehicle arrives, the less health and armour it should have to make countering it easier within the early lack of options. By the same token, it should have a low target size (< current 15-18), lesser lethality, higher mobility and lower cost so tanks and AT guns don't make it completely obsolete in late-game and it doesn't dominate the mid-game. Balancing AT weapons is similar. The later a weapon arrives, the more damage and penetration it has and the more it costs. Earlier AT weapons are more accurate and mobile to make it easier to hit but don't do enough damage to destroy a light vehicle instantly. Picking a random example, the Ostwind should be more mobile, cheaper, and harder to hit than the Brumbarr but have slightly lowered lethality and less durability when actually hit. Currently the Ostwind is significantly less lethal than the Brumbarr and has exactly the same target size but all the other factors hold making the Ostwind generally less useful than the Brumbarr. When units are balanced along these lines a player can choose the specific type of unit to counter an opponent's army instead of choosing whichever comes from the highest tech level. Against light vehicles you would choose light AT guns, infantry AT, and light tank destroyers (Puma, SU-76, etc.) while heavy vehicles would encourage heavy tank destroyers, AT guns, and AT emplacements to fight frontally but heavy units would have difficulty fighting a flanking force of light vehicles due to weapon and vehicle rotation, fire rates, and harder to hit targets. In: COH2 Balance | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Thread: Miragefla's December Balance Mod Additions25 Aug 2016, 12:57 PM
Going to be throwing out another build tomorrow with two things I want to test While you're in the files, you might want to take a look at the KV-1 and the Prioritise Vehicles ability. I noticed in a recent game that the KV-1 fired at infantry with its main gun regardless of whether the ability was toggled or not. Thank you for all your hard work. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Thread: Ostheer Grenadiers23 Aug 2016, 22:32 PM
You are aware that Panzergrenadier Stgs have roughly the same DPS (more up to range 20, less after range 25) as BARs? Having three Stgs and two Panzerschrecks on a fully upgraded Panzergrenadier squad would be a little OP. Mutually exclusive upgrades for Panzerschrecks and Stgs would avoid that problem. In: COH2 Balance | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Thread: Ostheer Grenadiers19 Aug 2016, 14:33 PM
Grenadiers have a few issues but they won't be solved by adding weapon upgrades. Problems: - Easily one-shot by explosives. Increasing squad spacing and/or making most (not Sturmtiger/B4/AVRE etc.) explosive weapons extremely unlikely to one-shot a squad (lower kill radius against infantry, increased damage radius to compensate) would improve the situation. - Illogical reinforcement cost. Most widely-used squads have reinforcement costs at roughly 10% of squad cost or below. 5-man and 6-man squads are naturally in this range by virtue of the standard formula being half squadcost/(# models) but most four man squads have had their reinforcement costs adjusted to move them into this range (Obersoldaten, Panzergrenadiers, Infantry Sections, etc.). Grenadiers have not, so a Gren model actually costs more to reinforce than an IS model. Changing the reinforcement cost percentage to 40% would reduce their reinforcement cost from 30 to 24 (PG 34, IS 28, RM 28, Cons 20). - Field First Aid is still one of the worst veterancy abilities. It takes two squads out of combat for 10-20 seconds to half-heal one of them for 20 munitions. Making it a full heal and reducing the cost to 0-10 munitions will improve the ability immensely. Even after improving this ability, replacing it on every squad except for Pioneers and Osttruppen should be considered. - USF/UKF infantry scaling. Both Riflemen and Infantry Sections are reasonably balanced against Grenadiers and Panzergrenadiers so long as they do not have two BARs/Brens. I'd suggest increasing the slot size of LMG-type weapons (BAR, Bren, M1919A6, LMG42, LMG34) to 2 and adjusting the DPS of the affected weapons slightly if there are any issues. I'm aware that a fully-upgraded Infantry Section just manages to hit Obersoldaten levels but Obers are a continuing economic drain while weapon upgrades are not. Here are some stats for Riflemen, Infantry Sections, Grenadiers, and Panzergrenadiers from another thread: Let's look at some stats!
In: COH2 Balance | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Thread: Change damage profile of all lmgs19 Aug 2016, 14:05 PM
Easy enough, just multiply the target size by every RA bonus: Riflemen: 0.59725 RA, ~669 effective health Grenadiers: 0.7007 RA, ~457 effective health Panzergrenadiers: 0.568 RA, ~563 effective health Infantry Sections: 0.608 RA, ~526-658 effective health In: COH2 Balance | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Thread: Change damage profile of all lmgs19 Aug 2016, 13:50 PM
Let's look at some stats! Durability:
DPS:
First and most obvious: the BAR and Bren are not superweapons. The BAR is roughly equivalent to a Panzergrenadier MP44 with slightly better long-range and slightly worse short-range capabilities. The Bren is strictly worse than the Grenadier LMG42, especially when you consider that the DPS stats for UKF weapons include the cover bonus. We can see that vet-3, single-BAR Riflemen are easily killed by Panzergrenadiers at short ranges while having the advantage in a long-range fight. With two BARs, Riflemen are still worse than Panzergrenadiers at short range but have somewhat closed the gap and have a greater advantage at long range. The Infantry Section-Grenadier contest goes much as one would expect. IS with a single Bren have roughly equal long-range DPS to Grenadiers when in cover and will win due to their superior durability. The Grenadier squad will still lose at short-range but will fare slightly better. Fully upgraded Infantry Sections are an Obersoldaten-level anti-infantry threat although Obersoldaten scale further with veterancy (2 Brens = ~LMG34, 2 SLEs + LE with vet = ~3 Ober KAR98Ks). Hope this helps. In: COH2 Balance | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Thread: Schwerer Flak Truck Balance ideas17 Aug 2016, 01:05 AM
Congratulations to both of you on lowering everyone's expectations. I'm impressed that you both kept a multi-post argument going without bothering to check the attribute editor or ask Cruzz whether the Schwerer Flak is better than the M5's AA upgrade. Let's have a look at the stats, shall we? Aeroplanes have 1000 armour. Schwerer: Shots per magazine: 6 Reload time: 3.4 Cooldown: 0.5 Chance to kill on deflection (CKD): 0.07 Penetration: 45 Shots per second = SPM/(Cooldown*(SPM - 1) + Reload) = 6/5.9 = 1.0169 Chance to destroy plane = CKD*Deflection chance = CKD(1-Pen/1000) = 0.07*0.955 = 0.06685 Expected number of shots to destroy = 1/0.06685 = ~14.96 Expected time to destroy = ESTD/SPS = 14.96/1.0169 = ~14.71 seconds M5 Halftrack: Bursts per magazine: 13 Average Burst time: 1.5 Rate of Fire: 20 Cooldown: 2.5 Reload time: 4 CKD: 17/9916 = ~0.00171 All penetration chances below 3%, so always deflects Shots per second = BPM*(Burst time*ROF)/(BPM*(Burst time + Cooldown) - Cooldown + Reload) = 13(30)/(13(4)-2.5+4) = ~7.29 Expected number of shots to destroy = 1/CKD = ~583.29 Expected time to destroy = ESTD/SPS = 583.29/7.29 = ~80.02 seconds Obviously these aren't the most rigorous calculations and it's entirely possible that the M5 is extremely lucky in one game and the Schwerer isn't. Despite this I think I've demonstrated that the Schwerer is, on average, five times better than the M5. In: COH2 Balance |
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