First of all, I understand perfectly that COH2 is meant to be an arcade strategy game, it means it hasnt to be too complicated neither "realistic".
I just wanted to share a couple of thoughs, wheter they are balanced or not, we can discuss if it is needed some tweaking. I find snares in the game somewhat misleading and very unfavourable to armor, I mean, the fact that you shoot a pzfaust through the front of a tank and it gets "engine damage" sounds pretty meh to me.
Could the game engine differentiate between back armor snares and frontal armor ones? If so, only back armor snare abilities should do engine damage, meanwhile frontal armor snare could either shock the crew, or break the main gun. This way flanking with infantry to snare a tank gets more challenging and also "more accurate" to an actual tank ambush. Making armor a bit more durable against infantry seems interesting too.
i wouldnt want to spend a 25 muni panzerfaust snare just to get a crew shocked or a gun damaged on a T-70... that would kill ostheer... |
I'm gonna further explain WHY the storms suck. I've done ample testing and watched players like Imperial Dane use them. They're damn good when they get into point blank but getting there is the problem. Sprint is only on one doc, smoke only works defensively (when u want to force enemy to close in) or only offensively vs mgs. Ambushing is unreliable as u depend on the enemy to bump into u which may or may not happen. Mp40s make tactical advance SO MUCH WORSE. You need to use the ability point blank. It's only great vs support weapons, ie. units that can't shoot back or weak 200mp squads. I find if a unit immediately retreats after being focused down with the ability, the dps from the storms drops off almost instantly. With the stg upgrade, the midrange dps with tac adv is still substantial but now with mp40s it's laughable. It's so easy to counter tac adv now, either just retreat, lob a nade or simply stand your ground if your squad is well equipped too to feast off the RA penalty. The whole point of changing hte storms was that they overlapped too much with pgrens. What kind of reason is that?! I'd say they were better pgrens. Most would agree in the poll that the stgs were a bit pricey and most importantly nobody said they're op. DON'T FIX WHAT ISN'T BROKE. Nobody asked for drastic changes to storms ffs. My solution is that if u have to keep mp40s then change tac adv so that either the mp40s get the dps profile of pgren stgs at midrange while keeping the same dps of the mp40s at short OR removing movement & RA penalty.
the stormtrooper is a rearline "commando" and infiltration unit... it should be used in ambushes and harassment not as frontline units as it is today... the partisan used to be used as a shock troop back in the day in a very similar way to the stormtrooper before the change and alot of wehraboo babies screamed for nerfs... and guess what it was rightfully nerfed!
i really dont understand axis hypocrisy of wanting to nerf a broken allied unit yet not liking a nerf for the exact same reason against an equally broken axis unit... exact same situation with the teller mine argument |
Both are, which is why neither should be in the game IMO. Demos shouldn't oneshot squads and tellers shouldn't oneshot light tanks.
exactly my point... its time for tellers to get the hammer aswell... |
To be fair, its a lot easier to wipe with demos as there are many points that squads need to cap. Vehicles have plenty of paths to choose and may drive off road so the chance of losing a vehicle to a teller is far lower than wiping a squad with a demo.
which is why its 50 munitions? and besides thats 90 munitions killing a 300-400 mp squad vs 50 munitions killing a 260 mp + 70 fuel tank... which is more ridiculous? |
Thread: OKW UP?30 Sep 2018, 09:02 AM
I sincerely think OKW is UP, because it relied on strong but few units, and they had been constantly nerfed. Many units now have a little window to shine, sometimes luck is needed to succeed and sometimes an enemy mistake is needed too.
Since winrates care so much for a few people, instead of real game balance OKW is in the center of many discussions. OKW is not a very flexible faction, it only has the advantage of early dominance because everyone knows how to counter their units already.
Maybe if the faction got a rework or revamp it could solve many problems
contrary to your belief OKW has many strong units... sturms obers volks panzer 4s luchs puma stuka zu fuss flak HT and free nondoc mapacks are all good nondoc units...
contrast this to SOV... m3 penals zis 3 T-70 SU-85 T-34 and katy are its only good units... rest suck balls... cough maxim cough.... but those good units have soo much synergy however...
as for wehrmacht? pak 40 mg42 lmg grens ostheer turbomortar panzer 4 stug3 ostheer sniper brummbar (its been buffed enough to be good) 222 panzerwerfer (suppresses and drops all rockets at once) pgrens and flame HT are all good...
and lastly all these are opinions... subjective interpretations not objective ones... i could say that the earth is flat and thats my opinion ignoring objective and empirical evidence... do you see how ridiculous what your claim is?
as per COH2 the only real data here is the GCS tournament winrates factoring in the faction switch which partially factors out player skill the data contradicts the premise of your entire argument... OKW is NOT UP and if you wanna join the flat earthers club fine do so... just dont be overly insistent on your opinion in the forums... |
Loved it before last patch. Using it just for AA now. Tommyblobs kill hmgs in front easily, penalblobs much the same. Flak-ht was your only choice, but now it could be killed with single double-zooked RE walking toward it. That's why I think too it's overnefred. Can agree with price reduction ask though.
P.S. inb4 bias accusations: it was me who zooked it. And you'll say that I zooked noob, yeah. And if zooked me - it's me noob. If you losing something you're noob. If you win - you're still noob matched with bigger noobs. You're top 1k? You're noob. You're top100? Rank means nothing. .org discussions become more and more pointless today.
its still good enough to decide a game... and when i use it as okw i have great success with it... but yes a 10-5 fuel reduction wont hurt |
Thread: OKW UP?30 Sep 2018, 03:37 AM
Storm Elite is right you know... Winrates are just that, winrates.
I dont get why the hostility against someone who doesnt agree with you.
Find another excuse aside GCS tournament. Even elite playes make bad decisions or make mistakes.
If a match vs OKW is hard for you, pls dont cry OKW OP...
okw isnt OP... USF is UP and so is UKF... if you dont agree with the empirical evidence then get out of the discussion.. your "feelings" should have no factor in balancing
your argument reminds me of how flatearthers deny the oblate spheroidness of earth despite all the objective evidence given despite the numbers and facts being clear and concise... you still deny them thoroughly |
Thread: OKW UP?30 Sep 2018, 03:36 AM
This is the most absurd fallacy ever, yet I see it across all game forums, from MOBAs to RTS to FPS.
Win rate means literally nothing. You cannot and must not, ever, adjust balance/redesign around win or loss rates.
A character/faction/unit/weapon in a game can be literally a Godmode hack, killing every single enemy instantly from across the entire map, and it could still have a 50% or 30% or any percent win rate due to player actions.
When something is underpowered or overpowered, it's objectively obvious. It's evident from observation, in an isolated scenario without tactics/player choice/map selection/etc. and without the need for statistics.
The moment you bring win/loss rates into it is the moment you go off the rails and start overnerfing or overbuffing things based on completely arbitrary, temporary state of multiplayer gameplay that depends on random factors and player decisions, not unit/character/weapon performance.
Please, just stop using this flawed argument and try actually reasoning from first principles for once.
this is simply a ridiculous excuse for apologetics to justify an overpowered/underpowered faction... there is literally no metric other than WN8 and WN10 for world of tanks in order to objectively measure overall faction performance... after all there is no other data in numbers that come out of the tournaments other than winrate...
note the term objective refers to a measure done without the influence of feelings and opinions whereas subjective is vice versa
now ofc it is true that winrate has its flaws... lots of other factors such as player skill and circumstance factor in... fortunately player skill is a factor which we do have an idea of as many of the veteran players have overall winrates in their factions... not only that... gcs actually includes a faction swap soo it actually factors out individual player skill out of the picture... mostly at least but not entirely...
the rest of the data that can be gathered is entirely subjective and a game must not be balanced on that |
If you reduce the damage by a small amount it will still onehit slightly lighter vehicles like: uc m3a1 m3 m5 m15 or m20.
good point... 400 dmg with heavy engine crit sounds good then... |
all mgs are meant to stop infantry blobs... its like a rock-paper-scissors game, you dont put an mg against other and pretend to win the duel... also maxims are extremely durable.
If your mg got deathlooped it means it got either flanked or assaulted, it only bothers you because you deathloop a 6 man mg, instead of the mg42 wich has only 4 man.
0HKs are tough but as someone said earlier, its a mistake to drive a light into a minefield...
now thats clearly whining...
1. the maxim is the worst at suppression
2. the maxim loses all MG duels
3. maxims are not durable
4. maxims can be deathlooped frontally by 3x lmg grenadiers
5. its easier to deathloop a maxim due to large target sizes for soviet crewmen
all of this tested in cheatmods... conclusion? ur argument is bullshit |