[Live] Vet 3 7man Cons vs Vet 5 Stg-Volks
Effective HP: ~789 vs ~520, thats ~52% more HP
Dmg at range 5/15/25/35:
Cons 30,1/23,8/19,6/12,6; Volks 36,9/28,1/20,9/11,7
So Volks have 22%/18%/6%/-7% more dmg.
Conclusio: 7man vet 3 cons are superior to vet 5 Volks with Stgs, there is no reason to discuss this. Ofc the Cons ugrade has a later timing than Stgs on Volks and should therefore be more potent in theory. But i think its reasonable to adjust the vet of Cons (see balance patch), cause their veterancy was balanced around no stock (weapon) upgrade. So after adding one, this is the next step.
Cons seem a bit lackluster in the midgame though. Maybe molotov could be a little bit better before vet2.
In other words, volks rushing cons in cover won't win, neither the cons rushing volks in cover will win. In late game, where cover is plentiful and the focus is more on the tanks/arty, it works well going vs stuka as opposed to going vs katy (one is alpha strike that deletes everything that is caught, other is an area denier that can wipe if no retreat is ordered, but chances are you'll survive).
Cons do not deserve nerfs. |
Thread: RNG27 Dec 2020, 16:02 PM
RNG is what makes this game entertaining.
Extreme RNG is what makes this game even more entertaining....but even more frustrating for tournament gameplay.
To be honest I'm fine with extreme RNG because of the entertainment value, but I know other players would flip a desk because of it, which is understandable.
Even though I won last game, in a decisive moment, where it was make or break, my vet0 Jackson bounced 2x in a row on super low hp vet0 panther at about medium range (so 8% chance of bouncing) that managed to get away. If that ain't RNG, I don't know what is. I didn't rage or anything, but we had a good laugh with the jokes on the [All] chat.
I can understand that the RNG can be more than decisive and turn the tide in tournies, but that's what gives them the entertainment value. I don't know if the general COH2 population watches the games because they want to see a lot of keys pressed or what, but I'd reckon is they want to see some sick RNG balls-out plays that pay off. |
Thread: RNG27 Dec 2020, 12:06 PM
Oh i definitely agree with that, I think RNG wipes of full squads from one, say, T70 shot are AIDS. I'm all for reducing and removing egregious RNG.
Then also P4 and LeFH and Stuka, etc...? Would that also be included? |
I'm rank 17 currently (play USF only in competitive 3v3). Highest rank was 18 (position 16). I can tell you that I've lost to players that were in position 300 and won vs top 10 players (I only play random teams). I'd say that top 50 in 3v3 is around similar "skill".
After that 50-300 is a bit "weaker". By weaker I mean less concentration and more late retreats. 300-500 is another group a bit less involved in the game. I've never lost vs 500+ ranks. Even if my teammates get wrecked, I will manage to outplay the enemy on two VPs. They are like normal AIs. These people rush volks over no cover ground to get to your rifles (eg, they don't know volks beat rifles at long range).
Couple of times played vs 1000+ ranks. It's like playing vs Easy AI.
A+: 1-100
A: 100-300
B: 300-500
C: 500-1000
D: 1000+
F: Me |
Recon planes are generally the worst of the bunch.
USF recon planes pass the whole area rather quickly and can be used to either get a general sense of the enemy whereabouts or to quickly coordinate a strike. Coordination being the key word cause the plane will reveal the target for a second at most. Vet or no vet. Plus they can be shot down unless it's from the vetted major. The 2nd plane is quite hard to shoot down because generally you don't have AA in base.
The recon overpass which constantly circles around is also easily countered by AA. A bit better than USF major but still easy to counter.
Mortar flares are generally used before advancing to sort of self spot. As such are completely normal and balanced.
UKF frontlines flares are also the same way. Useless if you're trying to retake the area, very much useful if trying to defend it.
OKW flares can be used for anything. Self spotting a piece of map before advancing or just shelling MLs or w/e.
UKF fronline flares need a nerf in cooldown or length or price. I am not sure how long is the CD and how long they last so somebody can correct me if they already have a long enough CD or short enough length.
OKW flares need a nerf in price or length or CD, or combined. Again, if I'm not mistaken they are 50 munitions, low CD?
Rest of the flares are fine, as they have limited options. |
Thanks for the reply.
So is OST okay as a faction?
In the last question I asked "if the game is balanced"
Every faction has it's strengths and weaknesses. OST is a great faction. A bit weaker mainline infantry early on but the best MG and mortar, combined with good tanks later on. Combined arms is the key word.
The game is well balanced. A couple of kinks to iron out, but overall the game is in a great state. There are no OP units, nor are there units that stand out. Some are stronger in teamgames like 3v3 and 4v4 but weaker in 1v1 (big slow units are weak in 1v1).
You will be fine. The game is well balanced. |
Pgrens are fine. I mean, in 3v3 in one lane I usually go vs fast pgrens and MG42 with pios and with good positioning I win. Not to mention the fact that the MG42 is useless if behind heavy cover and echelons can easily flank through FOW. Never had any problem dealing with fast Pgrens. They are strong, but not OP. Bundled nade is the biggest problem, the long range and low fuse can put a world of pain if you are not paying attention but that's getting addressed in the patch. All in all, pgrens are fine ATM |
"Watering everything down and cookie cutting the balance."
Removing MGC and other garbage is not "Watering down" the game, these things are improvements that make the game better in every scenario for people who actually want to play a game, rather than watch fireworks out of their control.
I'm failing to see why any of this would result in "cheats" suddenly appearing in CoH3, incidentally. You're fearmongering for absolutely no reason, it's absurd.
You also mean "Server-side", not "Client-side". Having the client be authoritative is how you invite cheating, please stop making blatantly false statements constantly.
Server side, yes, not client. Lapsus calami. Fireworks out of control? This whole game is pretty much not in your control. You don't direct the bullets and unit accuracy. You don't dictate which will penetrate. Only thing you do is increase the chances. Nothing else. This whole game is "position yourself to give yourself the best chance".
COH3 in e-sports mode would most definitely increase the cheats. The more popular the game, the larger number of hack software. If people decide to cheat while playing the tournament, live, in front of thousands of people and admins looking over their shoulder (CS GO)...
Except for the lapsus, which blatantly false statements am I claiming? |
They will still be cheap meatshields, and have always been used as a replacement for grens
True, but the only reason they were a replacement for grens is the fact that they were OP. I mean, their reinforce cost is 16. Stack that and throughout the game you have a much lower MP bleed. Considering that they can hold their ground quite nicely and you have a good replacement. They deserve a nerf. 16 reinforce, low cost, high model count all scream "meatshield" but so far they are not only a meatshield but a decent replacement... hence the nerfs. |
If the enemy is blobbing sturms and all you have is a single mg then when they walk all over you nobody is to blame but yourself.
Completely agreed. However, one has to point out that neither scott nor pak howi can punish blobs with this patch. Right now, with the nerfs on scott and pak, calliope is even more needed to punish blobs (+ Pershing is downright useless atm). Double mortars also seem to do the trick |