It's simple, we nerf the OKW.
At least it's simple SeemsGood
Thread: Storm pioneers are too cheap and too fast to deploy25 Aug 2018, 17:41 PM
At least it's simple SeemsGood In: COH2 Balance |
Thread: Storm pioneers are too cheap and too fast to deploy25 Aug 2018, 17:37 PM
So with the difference of about 20 manpower on the sturm starter, and say 80 MP for the SwS.... nope i give up. No clue what the plan is. In: COH2 Balance |
Thread: Storm pioneers are too cheap and too fast to deploy25 Aug 2018, 12:57 PM
The volks starter was suggested by someone else but is far more likely to occur than a kubel starter. Which would make it the suitable assumption if they were looking to change it. So what you're suggesting is to nerf SPs to around other engineer levels, putting the excess manpower into the 1st SwS (or all?) to compensate and then nerfing stats accordingly? I mean sure but OKW would then struggle for those first 5 minutes since their manpower is essentially taken away till tech, and the only thing keeping OKW afloat as a faction in 1v1 currently is their early game pressure coupled with light vehicles. Their support teams are too mediocre and lategame armor lacks AI heavily. But yes this could potentially fix things for the OKW opener, given they were given a very sizeable lategame buff. Otherwise the faction would just get rolled at all points of the game. In: COH2 Balance |
Thread: US BARS25 Aug 2018, 12:48 PM
Who or what decides this? M1 garand moving accuracy is 0.6 and given that you get around 2x time of shooting compared to not moving it gives you more on target shots and accurate shots overall with this rifle. G43 at 0.8 is even worse. Tommies at 0.35 you never chase with because you have no chance to hit. In: COH2 Balance |
Thread: US BARS25 Aug 2018, 03:52 AM
I'd say that answer is who you ask. I know top players who don't even remotely know stats of the game or outcomes, and just know the game through experience and win through strong micro. On the other side you have players who know a ton of stats that run the game and can therefore make the best decisions of situations, and have decent micro that allow them to be top players. Different ways of being successful, all depends on who you ask. In: COH2 Balance |
Thread: Storm pioneers are too cheap and too fast to deploy25 Aug 2018, 03:48 AM
I'd say it matters although probably not enough to actually stop a change if it was wanted. Say OKW starts with volks, and ignoring issues against other factions with that, you're now required to purchase the sturmpioneer. Which means that its vet comes later, which makes that excess manpower that you're required to sink for into combat stats on an engineer is essentially going to more of a waste because SPs will be outclassed that much sooner. Other engineers can either get a flamer, which allows for faster vet accumulation and damage output even against upgraded squads, but they're also cheaper and require less popcap. Essentially, you don't have to sink the resources for other factions engineers if you don't want too, but for OKW it comes with that build cost which may or may not be used. There are workarounds for this like changing the SPs vet a bit, or the unit even moreso. In: COH2 Balance |
Thread: US BARS24 Aug 2018, 15:42 PM
Yes it's an issue. When you chase with StG volks or Kar98 grens you have to make the decision to either chase and get more shots in or remain stationary to maximize accuracy. With BARs and G43s there is no decision, you chase everytime because you sacrifice basically nothing. When you say "40%-50% DPS loss" are you factoring in the rest of the squad? Or just the 2 models with BARs? Because you would see a 40% DPS loss from rifles with 2x BARs if they were still 5 man. Yes I like the tactical decision of G43s vs the LMG42, but it doesn't make the moving accuracy being nonexistant ok. G43s are a close range weapon and the LMG42 is the opposite. That should be enough justification to select one over the other. In: COH2 Balance |
Thread: Storm pioneers are too cheap and too fast to deploy24 Aug 2018, 15:35 PM
While these may be "buffs", the only ones you ever notice is the reinforce time. It's rare to build a 2nd sturmpioneer unless its a heavy urban map, or you've lost yours. Vet 4 and 5 combat bonuses received nerfs and those are hardly obtainable anyways. Pop reduction is nice but when literally every other unit in the arsenal received a popcap increase it didn't matter. OKW now suffers heavily from its popcap lategame. The panzerschreck is just awful anyways. Paying 70 munis for potentially a 120 damage source and hampers the units AI which gets outmatched by midgame anyways unless you hit vet 2, which you then get about 2-5 extra minutes of effectivness until weapon upgrades put the unit on the sidelines completely. Not to mention lack of sweepers. The unit simply is asked to do too much. As said previously you'd need to rework the faction or the unit entirely because if you start with a volks OKW would get destroyed by UKF. That matchup currently can go either way, but it would swing to UKF entirely from a volks starter. Not to mention you'd then later have to build the SP which would make their vet even more unobtainable. In: COH2 Balance |
Thread: US BARS24 Aug 2018, 01:20 AM
I don't believe you can "balance" them, because there are too many factors to consider. Infantry DPS w/o upgrades, 5 different factions, supposidly factions being good at different parts of the game (which is horrible idea since it has never worked). What I'd do is remove brain dead modifiers from weapons. 0.7 moving accuracy modifier from the BAR, 0.8 from the G43s, etc. The more tactical decisions you need to make the more you leeway you have to make balance changes. In: COH2 Balance |
Thread: US BARS24 Aug 2018, 00:55 AM
It's a great pickup item. One of the best in the game. IMO the biggest issue with it is 2x equip and the 0.7 moving accuracy modifier. In: COH2 Balance |
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