.91 are grens.
.97 are rifles.
Oh lol I always thought it was .9
So riflemen are 1% more durable than volks when they're both at vet3.
Posts: 3053
![]() | Playercard of LoopDloop | |||||||||||||||||||
|
Thread: Unfair USF grenade cost 3 Nov 2018, 18:49 PM
.91 are grens. Oh lol I always thought it was .9 So riflemen are 1% more durable than volks when they're both at vet3. In: COH2 Balance |
Thread: Unfair USF grenade cost 3 Nov 2018, 17:41 PM
Good to know, thanks. But is riflemen's initial target size actually .97? I thought it was .9? In: COH2 Balance |
Thread: Unfair USF grenade cost 3 Nov 2018, 00:30 AM
Offtopic, but are those bonuses additive or multiplicative? Like since volks are the easier math: is their target size at vet3 81% (100*0.9*.9) or 80% (100-10-10)? In: COH2 Balance |
Thread: Artillery Flares of OKW's Special Operations Commander3 Nov 2018, 00:13 AM
Sander93, I do actually like the idea of increased sight, although 2x does seem to be a bit much. Fits thematically with the commander I think.
Why would USF be OP with something like that? It'd be nice to hear some reasons instead of you just blatantly attacking other people for saying anything about allies. In: COH2 Balance |
Thread: insta kill mines2 Nov 2018, 23:12 PM
But but but then I have to actually pay attention. You mean to tell me that I have to actualy micro if I don't want to stupidly lose units? Completely unacceptable. /s In: COH2 Balance |
Thread: Unfair USF grenade cost 2 Nov 2018, 23:09 PM
Please, riflemans are no longer strong late game units. Their vet 3 RA got cut long time ago. 2 BARs though. In: COH2 Balance |
Thread: Artillery Flares of OKW's Special Operations Commander31 Oct 2018, 22:53 PM
Well, that is exactly the issue. Seems like the better solution would be to just change it to a recon loiter IMO. That way you still get the full recon functionality (it can be frustrating to only be able to recon the front lines and IMO the flares are partially meant for behind the lines recon too, but are just too cheesy as they are uncounterable and provide better vision than recon planes, whether they’re passes or loiters) without it being uncounterable and superior in every way to recon planes. The solution you presented does definitely have merits though, especially for spotting with isgs or Stukas. In: COH2 Balance |
Thread: Just wanna bounce a build idea around31 Oct 2018, 22:46 PM
I was mostly thinking captain for the pack howie and because he works decently with bazookas. As an added bonus he gets to make infantry (read: Thompson paras) break suppression and run faster with the vet1 ability. I also have become pretty fond of the Stuart in 1v1s since it does a good job against LVs and can hold points against solitary squads pretty well. People also forget it can engine damage their tanks XD Lt just feels a little superfluous since I’m not going to have the manpower for an M20 and airdropped .50 seems to be the better/more reliable option than the AAHT to me and obviously makes the lt .50 redundant. I usually feel like I end up having too much infantry and not enough indirect to help support that infantry (hence the pack howie). That’s my rationale for captain anyway. |
Thread: USF Teching Costs31 Oct 2018, 22:26 PM
Doesn’t necessarily need to be this patch. I was operating under the assumption that this would be a future patch actually as this one was mainly meant to be a commander thing. IMO current lethality in general isn’t a huge problem. Adjust it as a blanket concept (as in increasing/decreasing general time to kills and dps and the like across the board to change the “degree” of lethality in general in the game) significantly and you have a bunch of issues that come up with wiping, movement, balance of different dps types/models (i.e. moderately/significantly decrease dps as a whole and cqb infantry like rangers, shocks, and stormtroopers become stronger since they still move at the same speed and take the same time to close with the enemy but suffer less damage in the process and are much more likely to win more engagements, even ones that they shouldn’t, as a result). I just think it’d create more problems than it’d fix. Relative positioning is a completely separate issue. There’s just no easily defined best range for a some weapons now, most notably BARs and volk stgs, which are also both very good on the move. This is especially problematic for the usf vs okw matchup, as a lot of infantry fights are just “who has more guns” at that point. It can be fixed without having to change conceptual “lethality” in general though. For example, BARs/volks vs LMGs or smgs are at least more interesting matchups because for both of those situations there’s some range where the LMGs/smgs will win and the BARs/volks have to play reactively around that. Much more engaging to play with/against but also not entirely related to “lethality”. In: COH2 Gameplay |
Thread: USF Teching Costs31 Oct 2018, 15:17 PM
Well, in another thread, it’s been established that usf isn’t really gonna get a complete overhaul. While I’d love to see that, it just seems more or less off the table. To that end, I’d like to see Lago’s suggestions get implemented since anything more is probably not possible. IMO original design is a moot point now. Things have changed a lot since usf released and the original design doesn’t really make a lot of sense anymore. Case in point: volks have stgs now which means they trade a lot better than they used to with rifles despite having a generally much more accessible roster and more nondoctrinal basic tools than usf (rocket arty, flames, they even have nondoc elite infantry and heavy tanks, although those aren’t really basic tools). “Original design” argument really can’t stand on its own anymore anyways. Okw doesn’t have a resource penalty anymore, ost t4 is actually sort of buildable (rather, t3 is skippable resource wise, not sure how wise it is in 1v1s but that’s not the point), penals have at rifles, brits are getting snares next patch. Original design has changed to varying degrees over time for most factions and shouldn’t be an argument for balance one way or another. I sort of like the promotion idea though. Maybe have it work like the grenadier 5 man upgrade where you could give the officer model with a Thompson to a rifle squad and give it the proper abilities. If a six man squad is too much one of the models could just get replaced instead. Major should probably stay an entirely separate squad though, as I’m not sure having a 5-6 man squad calling in arty and recon with double BARs and would be good balance XD IMO any sort of solution in that direction should come with a heavy cost decrease to nade and rack tech (mainly manpower decrease) since the free extra squad is what justifies the high cost (300 manpower 40 fuel) of nades and racks. IMO promoting riflemen to elite infantry is a cool idea but probably kind of OP. I’d much rather have 3 paras than 3 rifles (it’d be double 1919s on every usf squad again lol) and it’d be too much of a no-brainer while at the same time being inconsistent with different doctrines. Say you go rifle company and you don’t have access to any elite infantry to upgrade to, meaning the power of that kind of ability is directly dependent on what doctrine you choose, making some doctrines even less viable. In: COH2 Gameplay |
![]() |
![]() |
![]() |
59 | ||
![]() |
![]() |
![]() |
12 | ||
![]() |
![]() |
![]() |
9 | ||
![]() |
![]() |
![]() |
1 |