I can already hear the endless REEEEEE from axis players who now actually have to watch for flanks and can't overextend and still escape with panther.
Don't know as others, but I am perfectly fine with halving panthers armor, cutting a third of its current health, giving it 10 more range and lowering its cost.
Uh whenever I fight panthers it instantly takes a 60 range shot, then gets snared, and then I slowly kill it at 60 range. It can’t blitz while snared. My problem while playing USF is that my infantry can’t deal with OKW infantry, but since it already shits all over Wher infantry they can’t buff it |
I think the game is pretty well balanced right now, but some things can get annoying to deal with, like panther, Jackson or Churchill spam, Elephants in team games, shock troop spam, B4s, and bad luck with RNG
What do you find annoying about the game?
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While you are at it, please change the grenadier MG42 drop rate to 0.1 as well, I hate it when penals/riflemen/sections pick them up |
Anyone notice that 3 (Sov) and 2(OKW) stage tech causes weird power lapses and spikes? It felt the same with USF before the tech revamp.
Maybe reduce cost of t3 and add a 4th stage of tech to t4 that unlocks SU 85 and katushka ?
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I agree that giving them the flamethrower upgrade instead would be better
Or just make rifle nades deal bonus damage to units in cover and less to units out of cover, just like flamethrowers. |
I was curious about this so I figured I't test it in cheat/mod-tools, which I'm always confused why people don't bother doing but oh well.
I did 6 comparisons of riflemen v volksgrenadiers.
2 at max range with no cover. --> These were 50/50 of who won and it was super close in both cases with the winning squad having a sliver of HP left on the last model.
2 at max range with green cover. --> These were 50/50 too, but not as close in HP -- one round riflemen won, one round volks won, and whoever won had 3 remaining models around half HP. My guess is the green cover nature of things means the fight is longer and so whoever drops a model first has a distinct and longitudinal disadvantage.
2 at close range with no cover. Rifles won, not even close.
Dunno... rifles are more expensive but if they are about equal at max range and have an advantage at close range, eh probably fine.
EDIT: Oh one thing I did notice is that if Volks wipe a rifle-squad, the hit vet 1. If rifles wipe a volks-squad, they do _not_ hit vet 1.
Did you have the Rifles walk from far to close range, or did you start them close? Just curious, and I think rifles are pretty good, especially late game! |
I don’t sound like this... do I?
If I do I’m sorry and I’ll stop posting |
Currently, it feels like Panthers, Jacksons and Fireflys make any mediums useless as soon as they hit the field
Also, who though giving a TD, the Panther, anti-infantry capability was a smart idea?
I think 60 range should be reserved for anti tank guns and casemate tanks. I think it could be interesting if Panthers had less HP, and the same range as Mediums (40) instead of the 50 it is currently, and if Jacksons and Fireflies have 50 range instead of 60.
And as I said above, I think the Panther’s Anti infantry needs to be nerfed, as it is a tank destroyer. If I could, i’d nerf its coaxial MG and remove the Pintle MG upgrade, and reduce its cost accordingly. |
I find my problem with team games is clutter. There are too many units to flank in 3v3 - 4v4. If you make the map big enough to flank on, it takes FOREVER to get to the front. And I think we all can agree the exiting thing about coh2 is watching your units fight, not walk.
I think this is gonna get invised fornoff topic |
Yes please, buff stug e, the unit that doesnt require tech, and is in the same doctrine as ass grens, panzer grens in halftruck and tiger, which also dont require tech, what could go wrong?
Oh ok sorry I wanted a buff for defensive doctrine forgot about that |