USF changes
Riflemen, M20, Stuart, Jackson, Ambulance, Pak Howi, M3/M5, P47
Yes, good changes.
Scott
Keep the firepower but remove the defensive vet 1 smoke. It already has smoke shells anyway so it doesn't need it. 400 HP + 2 types of smoke for a mobile long range unit like the Scott is just completely ridiculous.
WC 51
Not enough. That thing is OP in too many ways. Too cheap, capping, a ton of wiping potential, Mark Target, vehicle crew. It's crazy. Remove mark target + artillery barrage + make it more expensive.
Calliope
Too much firepower compared to other rocket artillery. You can safely use it to shotgun units from close range without any chance of retreating in time. Make the cool down between the rockets a bit longer and lower armour as you suggested.
Rear Echelon Grenades
Remove the ability and replace it with a copy paste of the Ostheer Grenadier rifle grenade. Another very very poor design that should have never been implemented.
Missing
I don't like sprinting tripple elite zook 5 man high survivability Rangers rendering my vehicles useless without any activated braincells from my opponent. Why was this implemented? Double Schreck Pgrens are balanced because of their vulnerability of getting wiped but the same can't be said about Rangers and on top of that 3 elite zooks pack a way harder punch than 2 Pschrecks. Make it so the Rangers can only pick up two elite zooks and not three.
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Broadcast: https://www.twitch.tv/blvckdream
Steam: 76561198052763324
Nationality: Germany
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Post History of blvckdream
Thread: Sander's personal balance changes7 Jul 2020, 19:34 PM
In: COH2 Balance |
Thread: Sander's personal balance changes7 Jul 2020, 19:25 PM
UKF changes AEC, AEC tech, Valentine, medic, LM, Resupply HT Yes, good changes. Infantry Sections - Need some sort of real nerf, either reduce moving accuracy to 0.4 or think about locking bolster behind additional muni upgrade that takes up a weapon slot. That way the UKF player can't invest as much muni into off-maps, grenades and mines and double Bren 5 man IS are a thing of the past. It will also delay having 4 or 5 bolstered Infantry Sections running over Axis mainlines without breaking a sweat. Lend Lease Assault Good idea to give the doctrine some late game. Removing the Vehicle Crew repairs is a bad idea though because they synergize well with M10s. Considering this doctrine has a mobile assault theme to it (despite being called lend lease) I wouldn't change it like that. Maybe try to merge 2 of the existing abilities into one slot and add the planes in the free slot. This change would make the doctrine more similar to Ostheer Assault Grenadier doctrines that have Tigers and other late-game stuff. Missing Hold the Line of Special Weapons Regiment is bugged and overpriced. Miragefla has a good fix for it in his balance mod. Also remove the requirement to upgrade weapon racks at HQ before the Resupply HT is allowed to dish out weapons. I don't know why this was ever implemented. Part of the reason why you want to get a resupply HT is to get the weapons. The Vickers K are not even much better than the regular Brens anyway so this really makes no sense at this point. I would also give the Firefly a slight penetration buff with vet 2 (+10% maybe). It doesn't have enough penetration to reliably penetrate Axis heavy tanks. Good luck dealing with a KT with 210 max penetration at vet 3. Keeping in mind reload and mobility it just isn't fair for the Firefly to have that much less penetration than SU85 and Jackson. In: COH2 Balance |
Thread: Sander's personal balance changes7 Jul 2020, 19:15 PM
Soviet changes Combat Engineers, M5 HT, SU76, T70, SU85, Katjusha, 120mm mortar Yes. Good changes Penals Seems like an interesting idea. I could see how going T1 for Penals into T2 for Zis is viable with these changes. Not sure about the smoke grenade, couldn turn out to be a bit too good in combination with the satchel. Ram I am glad you agree Ram + off map is very annoying. I don't know if the changes will make the cancerous and next to impossible to counter ram+ off map combo harder to do because 8 seconds stun on penetration still seems pretty strong. Would like to see what the current stats are regarding ram. How does the proposed ram compare to the one we have in live now? ISU I would probably prefer a AOE reduction in combination with a rear armour nerf. The AOE is simply too much for a 70 range unit. Too many BS wipes happening. I don't really know why the heavy tanks got their AOE and scatter adjusted but the ISU was allowed to remain so wipey? Mechanized Support Tactics Both ISU doctrines need to lose the IL2 bombs. If you take them away from Mechanized Support people will just go Shocks + ISU and nothing has been achieved. Missing Slight nerf for Shocks, they are a bit too good. Good Shock usage makes OKW T1 builds next to impossible because Volks just can't do anything against them. Even Thompson Rangers or LMG Paratroopers can be dealt with easier as Axis infantry can actually damage them. In: COH2 Balance |
Thread: Sander's personal balance changes7 Jul 2020, 15:46 PM
Ostheer changes Pioneers, Stug E, Arty Officer, Teller mines, Panzer Tactician, Tiger, Jäger Armour, Hull Down, Stuka Smoke Bomb, VSL upgrade, Panzerwerfer, Good changes. Recrewing with 2 models I understand Ostheer has a hard time capturing team weapons because of having only 4 man squads but making them capture with 2 models only is very questionable because what if I want to capture a Pak40 with a full health Grenadier squad and keep it on the frontline instead of bringing it back to base for reinforcement? Or what if I want to steal a 50cal but there is a Riflemen on retreat and the 2 man 50cal dies while a 3man 50cal would have survived the retreat? The ideal solution would be crewing a team weapon with 2 man for a 3 man squad and crewing it with 3 man for a 4 man squad. But I feel like this should then be a thing for all factions. Healing option at HQ Giving the player a chance to chose which healing he wants either the muni-based bunker or the fuel-based HQ healing seems like a good idea. It would buff Ostheer access to Teller mines and LMGs at the cost of slightly delaying LVs. I don't see how this would be a bad option. Grenadiers Doesn't the v-formation make the first model more vulnerable to being focus-fired? You used this argument for the Infantry Section "nerf" so I am confused? 222 Not a good change. Keep it as it is. G43 upgrade on Grenadiers I do think G43 Grens are a bit underwhelming and this change could make them slightly better but it needs testing and I am worried this would turn them into the next VSL Grens and dominate meta too much. Generally I understand the idea behind it but it's questionable how balanced this would be. Command P4 I don't like this. Again promotes blobbing. Maybe reduce the cost on the current Command P4 or give it something else but not 20% DR. Missing The Miragefla change to T1 and T2 is sadly missing. I think it would be good to make BP1/T2 slightly delayed because as it is the Osttruppen into T2 rush is too strong vs Soviets. Panzergrenadiers come too early against Soviets, same for 222 and Flame HT. In: COH2 Balance |
Thread: Sander's personal balance changes7 Jul 2020, 15:02 PM
Regarding the OKW changes Battlegroup HQ Tech change - Makes back-teching for healing cheaper which is very good because as it is now OKW is either forced to constantly buy 45 muni med kits or pay a ridiculous 370 MP and 55 fuel just for healing. Schweres Panzer HQ Tech change - This is what I sugested a few days ago. Also a very good change. Buffing Scavange and Feuerstorm makes sense and slightly faster LMG Obers is good too. The last change to promote earlier Obers was pointless because Vet 0 Obers without LMG just bleed MP with their 40MP per model reinforce cost against vetted and upgraded Allied infantry. The changes will still not make the Ostwind come earlier than the Ostheer variant for example. UKF will still be able to rush out a Centaur faster than the new OKW Ostwind timing too. Sturmpioniers - I would probably still not get double shreck Sturms because of their durability and paying another 300MP just to get a minesweeper unit is a pretty bad deal. But that's just a OKW thing and should just stay the way it is. The grenade change to 20 muni is good. I don't understand why the same grenade would cost 30 muni on Sturms but 20 muni on all Ostheer units for no reason. 20 Muni is a fair price for them. 30 was overpriced IMO. Flak HT - This has to be tested. Firing on the move seems OP to a lot of people but I don't really think it's actually that great for a number of reasons. First of all the Flak HT has pretty bad AOE and scatter and relies more on direct hits than for example the USF AA HT. Giving it 0.3-0.5 accuracy on the move will probably make it pretty bad against infantry on the move while at the same time still allow it to self-defend against diving Stuarts, AECs and T70s. Obviously it would also not suppress infantry on the move which again makes it pretty weak against PTRS, zooks and snares. Somehow people also forget that the Soviet M5 AA HT also fires on the move without suppression and the USF AAHT has the MGs firing on the move dealing suppression. Obviously the OKW Flak has more firepower than the M5 but it also costs a lot more. I think Vipper suggested giving the Flak some sort of alternative munitions type, that also seems like an interesting idea if the firing on the move turns out to be too strong. Stuka Not sure how I feel about this. I guess this needs to be tested with a mod to see how the Stuka would perform. I think the Stuka as it is currently is already fine as it acts as the only hope OKW has against support weapons on certain maps. If you play against heavy Soviet T2 builds on a map like Minsk your only chance to win is to wipe support weapons. If the Stuka gets worse at this job then OKW will be struggeling even harder. Fallschirmjäger Needs testing, impossible to say how good/bad it would be. Giving the Fallschirmjäger more of a ambush role instead of elite infantry with cloak seems like a good idea. Will be hard to balance it right. Overall I understand the idea behind it but it's questionable how well this can be implemented without breaking the infantry balance again with doctrinal OKW infantry. The current Fallschirmjäger design is pretty bad and I don't like it. Panzer IV ausf.J I don't like this. It's fine as it is currently. JP4, Panther and KT Excellent changes. Opel Blitz I asked for this plenty of times. I am glad you agree that the Opel Blitz should not be so much more durable than the ambulance. I really don't want to play against people spamming 5 Volks and a-moving them across the map with the Opel Blitz infinitely reinforcing and buffing their cool down. This was IMO a very bad idea. Either nerf the durability as you suggested or (maybe even better IMO) turn the Opel Blitz to a mobile cache that is limited to one but otherwise acts like the Ostheer variant buffing a single players ressource income. Assault Package (Feuersturm) Should have been implemented a long time ago. 100% agree Artillery Flares (Special Operations) I agree Spec Ops flares are very OP and badly designed. Not sure if your change is the way to go. It seems one of these changes that promote blobbing which I don't like. I would prefer to have the current version as it is replaced with a Recon Plane. IMO a copy paste of the Ostheer variant would be fine. Command Panther Agree with allowing it to operate alongside a KT. Command Tiger I Excellent, a tiny bit of AI firepower is all the Tiger needs as it is. In: COH2 Balance |
Thread: Sander's personal balance changes7 Jul 2020, 14:33 PM
Thinking about the changes for a while now some things came to mind. Rocket Arty -> Good change, I do think vetted rocket arty fires a bit too often. Many 2v2s get ruined by it. What I would do is not remove the cool down bonuses but cut them in half. I think that would be a risk-free change that most people agree on. Panzerschreck The Panzerschreck changes make sense to me. I think the accuracy on mid range should get s slight buff too so they become overall more reliable against light-vehicles. Just improving far accuracy seems a bit too small as a trade-off for lowering the damage. Generally though more accuracy and slightly less damage is a good idea. Flamethrower This is a great change and a no-brainer. Should have been implemented a long time ago. Sandbags You and Miragela want to nerf sandbags for mainline infantry. I am personally not a fan of it because I think sandbags are fine. If they get nerfed/changed then all factions should be impacted by it and excluding Conscripts from this change does not make that much sense to me. Miragefla also wanted to exclude Conscripts from the sandbag nerfs, I guess it's because you both think Conscripts are too reliant on them but I don't really agree with this sentiment. It would cause issues if Conscripts could build sandbags but Volks can't and would impact the early game too much IMO. In: COH2 Balance |
Thread: Sander's personal balance changes6 Jul 2020, 19:43 PM
I think they are perfectly fine to be honest. They are insanely strong with double LMG on open maps and wiping machines with Thompsons on close quarters maps. They can't come any earlier. Yes USF has a lot of infantry squads when they arrive but considering how the faction is designed there just isn't much that can be done about that. In: COH2 Balance |
Thread: Sander's personal balance changes6 Jul 2020, 19:37 PM
That would completely brake the game. No thanks. In: COH2 Balance |
Thread: Sander's personal balance changes6 Jul 2020, 13:40 PM
Regarding the Flak HT, being able to shoot on the move seems very strong indeed. But I don't think it would actually be that good because the Flak HT relies mostly on accuracy to kill stuff. I don't see it being very potent with 0.5 moving accuracy considering it has pretty bad scatter and AOE values The only scenario in which this would really help a lot is against diving vehicles like the AEC or the T70. Also as Sander said it wouldn't have any suppression on the move so it couldnt suppress squads trying to snare it. This is a change that has to be tested for a few games to know how it would actually translate into the game. If it is too OP the moving accuracy could bet set to a lower value like 0.25 so it would be useful against vehicles only. I don't like your suggested T4 changes, they seem overly complicated and "fix" something that isn't broken in the first place. The nade cost on Sturmpios should definitely be reduced as Sander suggested in the OP. Right now their stun grenade is ridiculously overpriced. Paying 30 munitions for a super short stun is just crazy. I mostly don't even bother dodging it and continue fighting because of how bad it is. Shocks are IMO also a unit that is slightly too good as it is. I find playing against them very frustrating as OKW. It makes skipping LVs almost impossible because Volks are basically useless against them. In: COH2 Balance |
Thread: Sander's personal balance changes6 Jul 2020, 13:26 PM
I disagree on that. I see the Shock+ISU one pretty often too now that Shocks are so good. I think it would just replace Mechanized Support completely. Please consider removing IL2 from both of these doctrines. ISU+Shocks+IL2+Crew Repair+ Vehicle detection is still too much good stuff in one doctrine IMO. In: COH2 Balance |
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