Thanks, I was aware of the cover mechanic on individual models, but not how it applied to offensive bonuses. I was wondering how lazy/rushed Relic had been developing the mechanic for the expansion. Seems not at all. Excellent.
Ah my bad I misread the question. I actually do not 100% know the answer but I would believe once again it's applied on a model basis. So the 2 of the 4 models in cover would gain the bonus. |
On an off topic but post related question, if for example 2/4 Brit inf squad are in green cover and 2/4 out of green cover, does the entire squad or just the individual models receive the bonuses?
Every model needs its own cover. The little cover shield is just displaying the majority status of the squad. You can see this when you get behind non soviet sandbags and you engage another squad at long range and the model on the end drops very quickly. He probably just didn't fit behind the sandbags at that angle. |
Map alert ping
if the enemy deploys infiltration units within the players field of view, the player is alerted to their presence via a ping on the minimap.
This gives the player a better chance to react to the infiltration unit and he makes it a little more riskier for the opponent to deploy the infiltration units to the battlefield.
This will result in reactionary grenades on the infiltration units. Infiltration units will be wiped immediatly due to large clumping and % of wipe goes up with more powerful grenades. |
Temp file should still be there. Follow the path DanielD gave you. Coh2 was not open when I took this screenshot, so closing the game doesn't affect the file.
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Su-85 > KT Due to the KT being so slow you can continuously kite the KT with your SU-85 and shoot at him while he cannot shoot back. The extended sight of the SU-85 also allows it to engage it solo unsupported, but of course supported is always better than not. The limited vision leaves you susceptible to flanks so be wary of them. SU-85 is also good to deal with panthers as they outrange them but once again be wary of flanks and the panthers high speed. As long as you have some form of snare nearby you will shut down flanks and it will be very difficult to aggressivly push into your tank destroyer(s). |
1-CoH2Charts does display winrates (just filter for 1v1, arranged teams or randoms) but that doesn't translates automatically to a fact for claiming that X or Y is imba. As i said before, it shows a trend. A sign something MIGHT not be right.
With the nature of CoH (low playerbase, high amount of imba skillwise matches, assymetrical faction/maps balance) it's hard to use this values but i personally consider that between +5 is practically acceptable. Anything higher than that it MIGHT mean something is not right.
NOTE: there's a thread by Siphon X which explains it better. But you have to be naive to ignore the meta matchmaking movement of people swapping factions cause "they are now more enjoyable".
High skill level balance is what matter, so GCS is in fact more important, but you need to have some kind of perspective of how the average player is doing as well.
At the moment the trend seems to be simil.
2-About maps. Problem with matchmaking is that you can't know which map you are gonna land on nor your opponents so you can't really prepare for them. On a tournament setup, you know up to some point which faction your opponent prefers, map and what commanders you can fill for that map. EVEN if a map is slightly favour for one or either side, the overall sample shouldn't be as DRASTIC for some factions.
Kholodny and Faymonville threw "balanced" average results on previous ESL cup. Crossing has always been imba and that leaves Crossroads. Do you really thing that if we threw into the mix Semoisky, Langres, Angoville or any other map the values would vary so much?
TL;DR: just in case this smells like Axis OP allies UP. It's more of: there's smoke in the horizon. It should be a GOOD idea that the scope was bigger this time. After nerfing cheese and leaving untouched some factions, it was expectable to see this kinds of results. Which doesn't mean the patch is bad, just that it shows how some factions strenght was only on it's cheese and not "proper" gameplay.
Your last sentence is essentially soviets. USF and brits are more or less "ok" Just the heavy reliance on crom and comets and m10 spam. |
Sigh, let's see if i can save the thread.
ALL IN ALL, i don't think it's the early game advantage that OKW has, but the mid-late game transition. Once most Volks get vet + STG which can cost effectively out-trade the opposition (not in a 1on1 unit case but the overall strength of the faction at that point).
CoH2Charts are showing some trend, same with GCS tournament. When you take out maxim, party cover and most of the BS UKF has out from the equation, you find that allies factions are on the weaker side atm, specially SU. It has been cheese by defintion since it's release. We have nerf cheese and we can see how they can't hold by themselves.
Light vehicles/tanks are not shutting down games as before, which makes games actually go into later stages. We have to nerf CalliOP, party cover, Comet/Crushwell but then what? We leave OKW untouched for another 4-6 months?
Super heavies, skill planes and Stuka dive should see adjustment/nerfs as well (which would't be as controversial for 1v1 but healthier for 2v2+). But from then on, i think more smaller changes and buffs are ought to be done.
The coh2charts so far only display how many games have been played, not winrates. GCS is confined to "balanced" maps. Had other maps been in the pool that were allies advantageous their winrates would be much higher. |
4 T43's killing 2 Panthers is NOT the norm. It is an exceptional edge case that should only go to show the potential boundaries of the balance scenario, not stand as a baseline for comparison.
In other words, don't use the exception to try and prove the rule.
It's' more of a case by case analysis. If the player reacts in time and begins to reverse move the panthers with no momentum loss on obstacles etc, T34/76s will have a real struggle to pen panthers. If they get on the rear though panthers have zero chance. |
If it's a garrison heavy map I suggest using garrisons against OKW, and when an ISG shell comes in dodge then hop back in. That's micro intensive but if nothing else is happening on the field then it's worth the micro. Landmattress is always great, and mortar pits are like DanielD said, map dependant. My BO with brits is tommy tommy MG tech. You can rotate around the MG depending on the map but I'd try and avoid MG 1st in 1v1. I think it can work but I rarely see top level players go MG as their very first unit usually do to slow territory gain as a result. IS are more than capable of defeating volks, as long as they're not outnumbered and unflanked by sturms. |
This thread is funny. If you're talking about 1v1 OKW early game is entirely map dependant and it becomes a map issue or faction design flaws. Team games OKW are weak early, their weaknesses are just covered by Ostheer. No garrison clear, MG, reliable AT etc. Late game the OP units are unit issues, not faction issues. Ex. Command panther coordinated fire, JT Ele ISU-152. Stuka is more of a skill shot and a major hit or miss. I'd rather have the consistancy of other rocket arty based on range to target reducing scatter than the stuka. Not that the stuka is bad, it just functions different and is either nearly unpunishable or does nothing. |