What are you talking about?
This is the exact "secret Axis modifier".
Whether the multiplier lies on to the unit or weapon itself is not irrelevant to the topic. It's just tomato to-ma-to. The important thing is that AT Satchel does deal 20% less to the Axis infantry while it can wipeout Allied infantry.
Link only stats W-Germany because it doesn't have enough space. I have confirmed with CoH2 tool that satchel indeed deals 20% less damage to Axis infantry.
interesting find! i remember this came up quite a while ago in the grenade AoE comparison thread, but i always thought the damage multiplier would apply to all units, not just axis. this should by all means get standardized to either dealing full damage or the reduced amount to all squads, regardless of faction.
btw, according to the stats tab you posted it it should be 20% of the original damage, not just 20% less. that at least would explain why it seemingly does almost zero damage to the axis units in your test. |
What's pathetic from the balance team shown on this graph is the huge nerf the unit get 6 months ago and the small for nothing buff it get now.
They don't have a clue with what they did in february and they're don't have any idea on how to fix it.
As usual, you seem to be willfully oblivious to the fact that despite the hefty nerf to the AoE the Scott received major buffs to barrage scatter, reload and shell count to make up for the loss in raw damage. The problem with the revised AoE back then was that the shells were no longer able to one-shot full-health models, which arguable made the barrage less valuable overall. However, the "small for nothing" buff in the beta aims to fix exactly this by giving the Scott at least some OHK potential back. That may not look like much but is actually a significant performance boost, even though I personally think the unit deserves better than TD-level OHK radius (maybe at least 0.5 to 0.75 m). If that alone will be enough to make the Scott viable remains to be seen I guess. |
I am not here to argue if one mode is more competitive than the other. Since relic said, they are going to balance the game for ALL players and ALL game modes. They should, regardless of what, at least for a bit, achieve so.
You are correct. We are at a far better stage than what we had when the game was launched. But some game modes are still, indeed, imbalanced, and somehow they think they would just work it out in CoH 3 and claim that they will not ignore anyone. Give me a break.
i hear you, but frankly i don't think they leave the larger team modes in the dust on purpose or out of willful ignorance. at least for coh2 a lot of the difficulties in balancing all factions across all different game modes stems from the lack of proper means and conceptual limitations, such as the rigid resource system or incomplete faction rosters. i'm sure coh3 will see major improvements on that front, but we'll see.
in any case, having some community members on board should imho be seen as a very positive sign that balance for the whole playerbase is taken seriously - not the other way around. |
i disagree. the community balance team has done a decent job so far, considering the constraints they had to deal with, and hiring someone from the team goes to show that relic is willing to learn from their past mistakes. that alone gives me hope that the chaotic mess that was coh2 at launch won't repeat itself.
as for the good ol' 1v1 vs 4v4 balance discussion: while i do agree the game should be balanced across all game modes, 1v1 should (and always will) have priority. because, let's face it, this and maybe 2v2 is where the game is truly competitive and where it matters most. |
Overnerfed, no reason build 120mm.
Range was last advantage, now is better choose standard cheaper and low pop non-doc mortar.
the auto-attack hasn't really been the selling point of the 120mm anyways, especially after the most recent buff to its barrage. the latter also keeps the superior range, so i don't see how these changes are "overnerfs" in any way. |
one word:
2015
/t |
Does AT overwatch have guaranteed pen?
IIRC it has some 200-ish pen, but does deflection damage. So even if 11 bounces in a row would be theoretically possible (although the odds would still be astronomically small), dealing no damage at all is not. I'd like to see that replay as well |
i think these are mostly good changes, except maybe for the sniper nerf.
however, regarding the sturmtiger, could we get a statement if this issue is on the radar at all?
Also you really need to address the fast fire bug. Managed to reproduce it by moving the ST, aiming outside of the max range and it would start the firing animation while driving into the range and instantly fire when the target is inside the range.
Of course, the bug is not there if the ST needs to rotate before firing. So just aim outside of the max range, ST begins the animation before it can even fire, and once it is inside the range, it fires instantly
I fired around the white dot, but it was beyond the 45 range. The center of the AOE circle was beyond and it still fired, rotated a bit but did not inch forward
IMO the range decrease alone will be pretty much useless if you can still yolo in from 50+ m, way beyond enemy vision range, and fire right away without giving your opponent any chance to react in time. |
I'd fix the IS-2's scatter, as that lack of reliability is just miserable. Nerf AI if you must, but I want to consistently do serious damage. Its why the Tiger I is still solid, and consistently picked.
I'd honestly say the scatter on the IS-2 is fine. Sure, not every shot will connect, especially while moving, but the huge AoE makes sure you deal at least some damage quite consistently. Though I wouldn't mind a small scatter reduction with Vet just as the Tiger gets... arguably the IS-2 would benefit even more from it. |
Def a price increase. 10 CP is fine
Removal of self-spotting. No range increase through vet (40 at all vets)
Fix the fast fire bug (cannon aiming while moving)
While reloading, the ST is immobile.
For it's AOE, HP, armour it's just a completely broken unit
I think that would fix the unit.
i honestly wasn't even aware of the fast fire bug until yesterday when i saw one of tightrope's casts.
out of all things this bug/exploit is probably what turns the ST from an excellent, maybe slightly too good unit into completely bonkers. seems as if you can skip the entire wind-up animation while moving, giving you essentially 5 to 10 m more range to fire at your unsuspecting target from way beyond visual range. the fact that this doesn't require any special setup, unlike preparing an ambush from behind a sight blocker, combined with the high lethality of the round and zero chance to evade it is just broken and unparalleled by any other unit in the game.
for those who don't know what i'm talking about this is the video.
i agree with all items on the list, but this bug needs to get the highest priority for a fix by far. |