I have a pretty decent solution. It is suggested to completely replace the performance of JLI and Pathfinders. I expect this to be quite satisfactory for the person who wrote this article. |
It's near radius, not near damage for autofire.
Damage reduction and AoE change is for the barrage.
- Barrage HE AOE damage from 1/0.25/0.1 to 0.75/0.4/0.2
- Barrage HE AOE distance from 1/2/3 to 0.75/2/4
Auto fire only nerfed AoE, but not barrage. |
First off, m8 Scott got too many nerfs. Now hitting an infantry with a direct hit does not kill the infantry. (Damage has been reduced from 100 to 80, and damage correction has been changed to 75% when hitting directly, so only 60 HP is lost even when hit directly.)
I agree that the m8 Scott is an annoying unit. However, if this unit loses range and firepower, it completely loses its existence value. Taking into account all points such as range, shot rate, and functionality, this unit is now worse than Mortar half-track.
All American artillery units were nerfed. Even Calliope. This 'castration' of the USF's artillery units causes the USF to lose its fundamental. All USF units are designed to be offensive rather than defensive. But without enough artillery ability, it's just like throwing an egg into a rock.
Let's think about one thing. You have to hit the frontlines, which is composed of very powerful Ostheer support weapons. In the case of the Soviet Union has Katyusha independent of the doctrine, and the UKF has a large number of instant smoke bombs and land mattresses that are generated even though it is defensively designed, and the basic infantry's sight extension for flank frontlines (Recon Tommy) regardless of the doctrine.
However, the USF relies heavily on artillery firepower. I wonder what the characteristics of this faction remain if the USF, with no flamethrowers and no mines, loses even artillery firepower. |
I hope to reconsider the infantry squad size upgrades.
The COH2's infantry support weapon upgrades are designed to deliver a performance boost of around 20% - such as BAR, LMG42, et al. .
However, according to Lancaster's Law, if a 4 men squad is upgraded to a 5 men squad, the performance will increase by 5^2/4^2=1.5625= 56%.
Similarly, if the performance is improved by 7 men for 6 men, the performance means 7^2/6^2=1.3611=36% performance improvement.
This is clearly considered OP.
The recent patches for countless infantry have completely shaken the game's roots, and I think it's really problematic.
Look at the conventions. Only the same commander is selected each time, and only very stereotyped strategies emerge. It's not so much fun. |
Apart from survivability, Calliope has no outstanding advantage over other rocket artillery. If you want to take survivability back from Calliope, you'll have to tweak cp, price, barrage cooldown, etc. When this happens, Calliope becomes a PW with just the skin changed. |
Now that I think about it the Ostheer is slowly becoming a USF clone with better team weapons and tanks
I agree. However, I think it is a pity all factions to become a USF clone.
In real history, this two faction's infantry operations were very different. The superiority of the personalized firearms(M1 garand), rather than the lack of squad-supported firearms(BAR and .30 cal wasn't enough), made it possible for the USF to compete in chaotic battles, and Germany, which maintained steady firepower based on industrial technology(MG42) even after losing many veterans, has different personalities.
In any case, almost all five factions now have a similar operation.
In this way, I think balancing that remove traits and normalize everything is actually worst balanced. This is because there is no reason to divide the faction into five. |
Calliope has a less veteran bonus to the barrage cooldown. The cooldown is 110 seconds (PW is 100 seconds) like any other rocket artillery, but the 2 vet bonus is much less, so the cooldown is longer than other artillery units.
It is also a tank-based vehicle, which is very expensive among artillery units and belongs to a slower timing.The point is this. Calliope has a lower cost effective firepower than other rocket artillery units. Instead, it is a unit that gains survivability. |
I generally agree with these comments.
However, I also want to add some things after read this article.
The current balance feels that the strength of the weapons team has been reduced too much. In particular, mortars are rarely used all factions. Even if your opponent uses a lot of MG, the mortar doesn't feel like it counters the MG properly.
Recently, MG has not been able to defend against blobs. I saw a scene where the M2HB fired two magazines and could not suppress the obersoldaten without the cover at all. The MG was wiped out by obersoldaten from the front. It was a very strange experience.
The Weapons Team plays one of the important systems of the game. However, they too lost their role.
I think the result is Ostheer. Ostheer originally had a lot of strength in the weapons team, and slightly weakpoint of baseline infantry. However, once all these advantages are lost, the issue of Baseline Infantry is beginning to arise. Ostheer now becomes a faction that fights with a baseline infantry enhanced with questionable doctrine abilities.
The unfortunate thing about CoH2 now is that all the features of each faction disappear.
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Well, maybe this is a good solution.
The E8 now has the slowest reload speed, the lowest AOE radius and the AOE decision radius among medium tanks.
(Let's classify Panthers as tank destroyers first.)
- Even Valentine and P4 commander tank has larger AOE radious(2.5) than E8(2.0)
In fact, the unit most similar to the E8 is the T-34/85. This T-34/85 also has an AOE radius of 2.5, better AOE decision radius and a slightly faster reload rate than the E8.
What these 3 means is that the E8's anti-infantry ability is not good enough to role as medium tank. The reason why the E8 is now ignored is because of the feeling of being unreliable on both the anti-infantry and anti-tank. So, how about speed up the reloading, or ease the AOE decision more than now and improve the anti-infantry a little? |
In my opinion, the E8 has an ambiguous role.
It's okay to deal with medium tanks, but it's difficult to prevent other medium tanks from passively battling with E8 and bleeding manpowers. If you compare the performance of the E8 with the P4 J-type, I think it will be more ambiguous.
It is also very difficult to expect the role of a tank destroyer; Because it is very difficult to fight Panther. In most cases, it seems that vanilla units are often more useful than E8. And since this is similar to other people, the E8 is rarely used on the battlefield. |