You may want to google the definition of "twice".
But other than that, m20 should see an MP decrease OR come with the skirts free. Maybe taking away the bazooka in exchange for MP reduction would be fair. I pretty much only use the AAHT these days.
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Post History of FelixTHM
Thread: Why is the M20 so trashy?29 Oct 2018, 09:49 AM
In: COH2 Balance |
Thread: % of a hit8 Oct 2018, 18:25 PM
My experience That's a really awesome clip. I love how Price calls you lucky after your 4 misses and 17 bounces out of 19 shots. In: Strategy Desk |
Thread: Reduce the cost of tier 48 Oct 2018, 17:27 PM
IS2 did get used, lol. The Armoured Assault doctrine was chosen a good number of times. The IS2 is a very good unit that doesn't get chosen only because the doctrine doesn't have Guards. If Guards got nerfed then Armoured Assault would become much more attractive. The KT on the other hand, is always available, but is always bad. GCS2 may not be the perfect benchmark for balance, but people who think the KT is good clearly have no business discussing balance in this game. Horrible scatter, atrocious speed, ridiculously bad acceleration, basically costs as much as 2 Panzer IVs, nonsensical exp values given, gigantic target size, and far and away the worst turret rotation in the game. The IS2 basically only has bad scatter values on its main gun as a key weakness. The KT has almost every weakness in the game rolled into one unit. The last time I saw a KT being impactful as a unit was when I was rank 600+ and didn't know what tank destroyers were. I mean, I can understand people complaining about Command Panther....But the KT? If you're losing, saving for the KT will get you overrun and it will have limited impact when it comes out. If you're even, saving for the KT will get you overrun and it will have limited impact when it comes out. If you're winning, getting a KT can throw away the advantage and swing the game in your enemy's favour. In: COH2 Balance |
Thread: % of a hit8 Oct 2018, 16:55 PM
I think he means bounce instead of miss. It's only about 33% chance to pen, so getting that, while unlucky, is still conceivable. Bad luck is common in this game, since the game is long and contains so many engagements, and many of us have played the game hundreds or thousands of times. I've had my Tiger deflect a T34-76 with rear armour twice in a row to escape death. Conversely, I've also had my Panther bounce front of KV1 twice in a row while getting penned by the KV1 3 out of 4 shots from the front. Sucks to experience bad rng, but honestly the P4 is a truly terrible choice for fighting the IS2 anyway. In: Strategy Desk |
Thread: Do volks need some nerf? If so, how?27 Sep 2018, 15:39 PM
"Their received accuracy is so good". Eh, Riflemen and Cons get DOUBLE THE BONUSES IN RA compared to Volks. Volks have arguably the worst, or at least the 2nd worst veterancy bonuses to combat effectiveness. Maybe you're looking at the old vet bonuses from 2 years ago when Vetted Volks were beastly. I agree that Rifles need an early game boost though, and I think sandbags should be available to all factions. In: COH2 Balance |
Thread: Do volks need some nerf? If so, how?27 Sep 2018, 15:34 PM
Less focus in Volks and more in factions overall. What i posted in some other similar thread.As someone who plays all 5 factions, your suggestions sound great. Implementation wise will it be too much work? Especially the USF Officer thing, seems kinda complicated. In: COH2 Balance |
Thread: Rifle Company need to be rework27 Sep 2018, 15:23 PM
You know what i hate kids like you thinkign they are good E8 is a COMMADNER UNIT it should be like COMET it underperformes for a commander unit that gives you flamer throwers and loses smoke and when EVER you want 1v1 You seem to have some ridiculous notion that being in a commander means the unit NEEDs to be OP. The EZ8 is already a good tank, and the only reason your EZ8s under-perform is because YOU UNDER-PERFORM. Basically, you're bad at this game, and balance patches won't fix that. Your balance opinion is basically worthless anyway. You will lose no matter what tank we give you, and you're going to blame it on the other side being OP, each and every time. You're consistently getting whooped despite using a statistically superior unit, and that just means you're bad at this game. An EZ8 losing in a tank fight vs a P4 is hilarious. An EZ8 in a long range fight with a P4 needs an average of 39 seconds to kill the P4. The P4 needs an average of 55 seconds to kill the EZ8. (41% longer time taken) In a close range fight it's 34 seconds for the EZ8 to kill P4, but P4 needs 48 seconds to kill EZ8. (P4 needs 42% longer time to kill EZ8) This is without even considering that the EZ8 has superb moving acc and the P4 gets a 50% penalty. Tldr; l2p. In: COH2 Balance |
Thread: Universal Carrier vs Volks26 Sep 2018, 16:53 PM
Yes, I totally meant that literally. Invulnerable means 100% invulnerability to small arms fire, just like medium tank armour. That's obviously what I meant when I wrote my previous post, because 10 Grenadier squads shooting for one hour at the UC wouldn't be able to even deal 1 damage to it. Glad that clears things up. The UC used to have only a 10% chance of being penned by rifles while needing 15 rifle shots to kill as a T0 unit. Means you needed an average of 150 rifle shots. MG42 at range has about 1.5 pen, which meant that 85% of shots would bounce. A full burst couldn't even deal 10% damage to the UC. It was indeed an oppressive unit for the timing it came out at. That is the exact same reason Kubel front armour was nerfed. Because T0 units with a very high % chance to deflect small arms fire and good anti-infantry capabilities are simply too effective in the early game. In your own example you pointed out it had higher armour than T2 units which required fuel. In the T0 stage of the game, such high armour simply breaks game balance. In: COH2 Balance |
Thread: Do volks need some nerf? If so, how?26 Sep 2018, 16:38 PM
To be entirely fair it's not Volks that's making OKW early blob game strong but the fact that Sturm Pios are really good compared to every other faction's starting units. Even if every faction had identical units with identical combat stats and build costs, some players will find a way to complain about "imbalances". That said, STGs coming later would make sense, as would Rifles getting sandbags. STGs coming in T4 would be simply too ridiculous, and STGs can't compete with BARs so a tech cost would make them too terrible. A straight up price increase in muni might work. To people who complain about brain-dead upgrades - that's the case for every single mainline infantry unit/ Brens, BARs, doctrinal ppshes. Only Grens get a real option between G43s and LMG. Reducing asymmetry might work as well. Reducing Riflemen Vet 3 bonuses and making them cheaper (260/26) might be a good way to give them more early game competitiveness while keeping their cost fair. In: COH2 Balance |
Thread: Rifle Company need to be rework26 Sep 2018, 16:20 PM
E8 still struggles to pen OKW p4 and OKW p4 is stock unit and dotn forget the support cuz normally E8 wants to go aggresive vs P4 and as OKW raketens mines snare waits you Except that the stats prove EZ8 is massively superior in terms of penetration, has super high moving accuracy, and takes 5 tank shots to kill vs 4 tank shots to kill a p4. But yeah sure, you can let your bad play convince you of a different story. Don't forget vehicle crew self-repairs as an advantage as well - the repair burden in the late game can get really bad for non-USF factions. In: COH2 Balance |
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