I think soviets' not one step back commander is more my style
Ost urban assault would probably need a few (a lot of) balance passes before it would be ready for the game. Even then, not sure how much it would be picked once the novelty wore off.
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Post History of Jae For Jett
Thread: Urban Assault Doctrine26 Mar 2019, 03:05 AM
In: COH2 Balance |
Thread: Another poll about some changes regarding WFA doctrines26 Mar 2019, 02:20 AM
USF struggles against OKWs early game. It was given stronger early game callin infantry (that are weaker later). OKW is really strong against allies early game. We're giving it weaker early game callin infantry (that are stronger later). (For USF vs ost, mg42s dont care if they shooting at strong early game squads or weak early game squads, and thats where the matchup is played anyway.) In: COH2 Balance |
Thread: Another poll about some changes regarding WFA doctrines26 Mar 2019, 02:12 AM
Are they more cost efficient or less cost efficient? If they're more cost efficient, again that would make OKW more oppressive. If they're less cost efficient, that's basically the design in the mod. If they're a similar cost efficiency...why would anyone get them? Unless there's some seriously different role or utility they bring, why would a unit thats a similar cost efficiency be used? You say its reversing the osttruppen vs gren dynamic, but what does that entail? Osttruppen are a stronger early game build that has a lot of field presence early. Grens are a weaker early game build that does better than osttruppen do later on. Is that not the dynamic that pfusis vs volks presents in the mod (with pfusis at 280 manpower)? Volks are a stronger early game build, just like osttruppen are. Pfusis are a weaker early game build, just like grens. There's some nuance lost there, of course, but for what I assume you're proposing, isn't that how the argument would play out? As for a con vs penal dynamic, cons bring utility while penals bring raw killing power (people would also say the con vs penal dynamic isn't well balanced right now but...). I don't see how one brings utility that the other doesn't in your example.
Don't understand what you mean here.
I was literally referring to tactical movement, the current ability when I said that. I was saying tactical movement probably wouldn't be problematic like you're saying because OKW already has valiant assault (a better version of tactical movement) in other doctrines and that isn't currently a large balance issue. Other close range infantry squads have sprint and that hasn't proven to be an issue either. Then, when I say "your suggested ability," I shift the conversation over to just that, the new ability you suggested, push. Anyway, I think you're getting caught up in the math. The modifier would go from .8 to .88 (a raw increase of 8% stationary DPS, a 10% increase on moving DPS), but that's kind of besides the point. It's a minor increase, but why should there be a buff to moving DPS to begin with. The raw numbers are relatively harmless, but the point is that its probably a move in the wrong direction. Also, the cover would probably just enable you to frontally wipe HMGs, again, a move in the wrong direction. I can't see that kind of ability design as anything other than "make your panzerfusiliers even wipier, and ignore suppression so that you can frontally wipe HMGs." In: COH2 Balance |
Thread: Poll for hotly debated units in new commanders.26 Mar 2019, 00:07 AM
Overwatch was projected to be too weak, hence the bundling and retaining of abilities. Artillery cover was bolted on because the community wanted it and I'm not quite sure where else there was room for it. Not saying they weren't missteps, just showing the decisions had actual rationale behind them. Something more opinion based: I'd say feature creep wasn't the issue, just a symptom. A bad evaluation of overwatch's power and putting in an ability that was too forced were the issues imo. In: COH2 Gameplay |
Thread: Another poll about some changes regarding WFA doctrines25 Mar 2019, 23:54 PM
I think you're making distinctions where they're not important and ignoring them where they are. They ARE NOT a 6 man elite squad in the current version of the game (they're a failed mainline replacement); they WERE a mainline replacement with vet bonuses that propelled them into being some psuedo 6 man elite squad - that was before these vet bonuses were toned down because they were broken. Also, no point in pointing out that OKW already has elite doctrinal and non doctrinal long range infantry, because thats not what panzerfusiliers are (thats not what they were, thats not what they are, and thats not what they are intended to be in the mod). For your panzerfusilier change, what CP would they come at? If it's 1 cp or later, they won't be used because OKW players will already have all of their mainline squads by then. If it's 0 cp, then you just made OKWs early game more oppressive - probably the first entry on the list of "things not to do." Basically, if you make them come at anything besides 0 cp, they won't be used. If you make them stronger (more efficient) early than volks, that will make OKW more oppressive. That leaves making them weaker (less efficient) early than volks, but stronger later...which is exactly their design in the mod. For tactical movement, OKW has valiant assault and that even has an accuracy bonus attached too, though the sprint doesn't last in combat. Also, ostheer has tactical movement. Of course tactical movement might end up being broken on schrecked panzerfusiliers (I personally don't think so), but if they are, that would be a panzerfusilier problem and not a tactical movement problem. I don't think that there is any risk at all of the ability being broken (again, outside of use on panzerfusiliers). I can agree the ability is a little boring and uninspired. That said, I think your suggested ability isn't a good idea. Panzerfusiliers already have stellar moving performance (THIS is panzerfusilers actual ideal combat use case by the way). I think buffing their moving performance through an ability even more would just make them wipier than they already are. In: COH2 Balance |
Thread: panzer fusilier needs adjustments25 Mar 2019, 23:37 PM
So in 1v1s, brits use the UC and soviets use the m3 against OKW as a crutch. These units are generally more efficient than their cost would imply against OKW (im referring to in the early game, where snares are not available for OKW). This crutch is necessary and these units need to be good for their cost so that these two factions can survive against OKWs early game. The thinking is that if OKW no longer has an oppressive early game because they went panzerfusiliers instead of volks (who have weaker rifles and will also have their cost increased in the next iteration of the preview), then UKF and sov no longer need the early vehicle power that they do. More concretely, when you're playing soviets, you get an m3 because it can bully volks and because penal spam alone doesn't come online fast enough (you dont get enough squads out fast enough, that is) to match OKW's flood of infantry. However, if OKW is not flooding the field with the competent early infantry they are, then vehicles don't need to have the room that they currently have to work with. Grens having fausts works fine because ostheer doesn't have a strong early game and therefore the allied factions don't need to crutch on light vehicles against them. The thinking is similar for panzerfusilier OKW. edit: Imagine having your mainline infantry be clobbered by penals AND defenseless against vehicles. Volks mainly only suffer from the latter. In: COH2 Balance |
Thread: Poll for hotly debated units in new commanders.25 Mar 2019, 03:46 AM
I think it would be good if you had an "other" option for each of the polls - some people might have a different idea than either of the two options provided. As for the point about bundling, I get the sentiment behind it. Some abilities are bundled or not bundled seemingly arbitrarily (ie: why is the dozer bundled with 76mm shermans in mech, but a stand alone ability in the new urban assault company?). But I do personally think that the raw "5 abilities per commander" design is restricting for no real purpose. Bundling allows more control over the commander's design. It allows relatively lackluster abilities that aren't worth a slot alone to be in doctrines (like vipper pointed out with tank traps), but it also allows the power level of a commander to be more finely tuned. If a commander is lacking, but the abilities in it are all interesting and thematically appropriate, then bundling serves as a way to put more power into the commander without getting rid of the other interesting abilities. Basically, I think commander's having 5 and always 5 slots unnecessarily limits the design space (and I think a lot of people agree). With the dozer ability, I think it's clear the ability hasn't hit its mark, and now that there's a better idea of where sentiments are on that doctrine, we're less scared to put more power into the doctrine and have the commander's abilities do more. In: COH2 Gameplay |
Thread: OKW "grand offensive" game breaking?23 Mar 2019, 00:09 AM
Yeah pgren blobbing is at the very least fairly different from potential pfusi blobbing. That said, we're trying out a cost increase for pfusis in general (I dont even know why they were 250 tbh, I think basically all of us wanted them at 270-290 still). Schreck snipes were actually not insignificant. A 3-6% chance to instantly pop a model PER squad, without vet. With vet, that wqs closer to a 5-10% chance. By no means reliable, but absolutely a considerable factor. More than that, volks were 235, okw had nothing else they wanted to spend their muni on besides schrecks, volks rifles are stronger than pfusi rifles in general, volks vet was insane, and each schreck hit on a vehicle gave like a full vet bar. Volks blobbing had A LOT more going for it. And yeah, pfusis had their vet 4 and 5 combat bonuses removed, compared to the guide (as pointed out by elchino). Again, its basically 3 levels of combat vet with a little utility for 4 and 5. Oh, I *think* we're also removing vet 5 sprint from pfusis. In: COH2 Balance |
Thread: New Commander patchnotes discussion thread22 Mar 2019, 10:44 AM
Dont forget it was also the time when schreck rockets could still snipe models. Also when vehicles were exp pinatas for AT infantry. You would get something like a full vet bar each zook/schreck hit. OKW vet was also way better during that time and volks were 235 manpower. In: Lobby |
Thread: New Commander patchnotes discussion thread20 Mar 2019, 20:18 PM
For now its a copy paste of the okw one. More armor, better scatter (less mobility and less rear armor too i think...) In: Lobby |
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