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Help test the USF teching adjustment mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1553135357
Post History of sherlock
Thread: GCS placement match stats (w/ updates)15 Apr 2017, 11:55 AM
Thanks for all the hard work Siphon X. ![]() In: Lobby |
Thread: Winter Balance Patch Analysis22 Mar 2017, 23:02 PM
Great write-up. Nicely done. However, some of the comments do strike me as odd: These changes will turn the T-70 into a multirole light tank that can take more punishment rather than a short lived squad wiper. The T-70 will be more effective in the late game as flank cover against lone squads thanks to the vet bonuses, and capping options, or as a spotter for the Soviet tank destroyers. The nerfs to its AI capacity will decrease its ability to wipe squads, but the T-70 will still be dangerous after achieving veterancy or if left on the field without a counter. The changes have not expanded the t70's role in any capacity. It still fulfills the same role(s) it did before. The t70 had arguably more survivability with the self-repair ability which enabled it to shrug off snares. The ability made it effectively a 400 hp unit for a cost with the bonus of being able to get out of situations where it clearly shouldn't have. To state that it takes more punishment is a bit of a stretch. The vet bonuses do not improve its lethality (rightfully so) beyond what it was, unless I somehow missed to recognise that in game (WBP 1.9), ergo the t70 will not be more effective against lone squads (also rightfully so). The comment about its improved effectiveness seems particularly weird since it's contradicted by the sentence that follows it. Last but not least, the capping option (no s) is not a new feature and has always been there. The thing that has changed is that its usability has been improved due to the fact that it is now triggered by the spotting mode button where it required the two to be activated separately in the past. In summation, none of the changes have made the t70 a superior late game unit compared to the old version or have expanded its intended use (role). It is however more predictable (consistent), both for the user and the person facing it, in its damage output and less of a squad wiper, which was the point of the changes. This might be worth to point out. The USF now really needs to rely on combined arms to see great success. The Lt. tier vehicles have been buffed to be useful, and the Axis units returning to a balanced state. Players will now have to choose whether to go for a Lt. or Cpt. depending on the situation, but I would say the Cpt. will still be the go-to as it contains the ATG, which is essential for most games. Removing the double LMGs from the weapon racks and reducing received acc is a nice way of reducing the effectiveness of blobbed Riflemen. None of the tier 1 vehicles have seen buffs. The m20 stayed pretty much the same and the m15 was nerfed. I think what was intended here, was to point out that these vehicles might have been potentially made more attractive due to the nerfs to the stuart and the usability changes. To continue, the Raketenwerfer was just a shadow of any other ATG in the game. With its ground-shooting fetish removed so it'll actually hit stuff, its value is greatly increases. The raketten remains largely the same when it comes to its accuracy. The bugfix that resolves the issue of permanent penalties to accuracy if crew members die to suppression units, won't have much effect on the overall performance. If there was a ground-shooting "fetish", it will still be present after the patch ![]() These are extremely nit-picky, but they seem quite odd to me. Thanks for the great read and all the work that went into this. ![]() In: News |
Thread: Relic Winter Balance Preview v1.5 Update16 Jan 2017, 16:31 PM
Are the brit mortar, isgs and the ost mortar out of scope? While the USF mortar was clearly the worst offender, the ost mortar isn't really far behind it. They all overperform at killing units in my opinion. The only mortar that needs active management to do anything and actually feels fine in it's role as a "support unit" is the soviet mortar. The other indirect fire options still grant free kills and squad wipes for next to no micro, just for being on the field. I'd much prefer it if the barrage was slightly buffed (projectile speed or rate of fire) in exchange for nerfing the auto fire. In: COH2 Gameplay |
Thread: Ways we can make conscripts better16 Jan 2017, 04:30 AM
:/ I clicked quote instead of edit. In: COH2 Balance |
Thread: Ways we can make conscripts better15 Jan 2017, 21:50 PM
would my ideas make cons to powerful or less fun? i didnt wana give them an option to upgrade weapons becuz they have ppsh and ptrs in commanders but cons are supposed to be a durable unit is why i used these options. like i said in my post to try something different and fun There are a couple of problems with your suggestions. 1. A slight accuracy bonus might be okay. But the weakness to mortars and grenades is the trade-off you need to pay for not getting suppressed, I'd say. It is also important to note that you get yellow cover bonuses when the ability is used, so it's not just immunity to suppression it also reduces the damage they take while "hit the dirt" is active. 2. "orah" should be used to get out of the arc of fire of a mg, close in quickly against a unit that has inferior close range damage (not really any other than unupgraded grens unless cons have ppshs) or to avoid close range (extremely useful against sturm pioneers since you can return fire until they close in and then run off). Reducing the damage taken would alter engagements since cons could close in and due to "orah" still being active, win a fight they normally shouldn't. Suppression resistance is also not something that seems advisable since charging an mg with "orah" might just succeed where it clearly should not. 3. No unit in the game has armour but shocks. All other units gain received accuracy bonuses. The bonuses cons get are in line with other main line infantry (such as grens). At vet 3 they receive a 40% reduction to their target size. Together with 30% armour would turn cons into extremely and ridiculously durable. For comparison, shocks have a target size of 1 (same as cons) but they do have an armour of 1.5, which means rifles with a penetration value of 1 (which is true for most) will "deflect" 50% of the time. However shocks only get a received accuracy bonus of 17%. Received accuracy work pretty much like armour only that shots miss instead of being deflected. If you now add the 40% received accuracy for cons at vet 3 and the 30% armour it would make them the most durable unit in the game. This combined with ppshs would probably make them the single best close range unit in the game. Furthermore, movement speed is uniform across all infantry, unless they sprint, providing a speed bonus would therefore feel out of place (especially considering that it is an armour upgrade ) and since it would allow cons to outrun other units. I do like the idea to offer them a bonus to capping, but that could be tied to a global upgrade (or packaged together with the global SVT upgrade I proposed) or veterancy, but that seems an interesting idea to provide them with more utility. ![]() In: COH2 Balance |
Thread: Ways we can make conscripts better15 Jan 2017, 11:31 AM
I agree that Cons need to be better, and i think the best way would be with your ohhh rahhh point. This ability would be much useful if they didn't get suppressed so easily especially when versing early mg from Wehrmacht/Ostheer. "Orah" is to get out of the arc or avoid an mg. Granting it suppression immunity or decreased suppression is a bad idea since there is no counter play to just blobbed cons orahing into an mg. Cons don't need much to make them work better in their intended role. Here would be my suggestions. Vet 2: vet 2 30% (or even higher) decrease on molotov throw animation and maybe an increase to projectile speed (if something like this is possible) Vet 3: - reinforce cost is reduced to 17 or 18 (or any other value that is more fitting) - "orah" grants a 10% accuracy (or rate of fire or a mix of both) bonus. This would allow well positioned (stationary) cons in cover to hold out against late game infantry a little longer at the cost of some micro management and ammo. - Either: vet 3 grants the possibility to upgrade 2 SVTs on the squad for 40 munition. Or (preferred): A 2 SVT upgrade could also be a global upgrade purchased in t3 or t4 (would have to be tested which of the two is a better fit timing wise) for 30 fuel and 150 manpower or so. Or purchased at the hq but unlocked when t3/t4 is built. Personally, I'd prefer this option since it would add more choice: do I want or need the upgrade now or am I trading cost effectively enough at the moment? Do I want to the upgrade and delay my teching/first tank? While tying it to vet 3 would just make it a no brainer like all weapon upgrades currently in the game. These changes wouldn't upset early game engagements but would make cons more viable late game. It would also give "orah" a bit more late game viability other than chasing after tanks. In: COH2 Balance |
Thread: Lock Demo Behind Veterancy15 Jan 2017, 01:32 AM
I like the idea to lock demos behind vet 2. But certainly not self spotting demos at any point. That would reduce the little counter play there is. Having demos behind vet 2 would remove the early game wipes. In: COH2 Balance |
Thread: Relic Winter Balance Preview v1.5 Update15 Jan 2017, 01:05 AM
Still waiting for molotov buff, still waiting Molotovs are alright, the only thing I'd change is the excruciatingly long throw aninmation. If it was possible I'd say make them throw molotovs 30% (or any amount that is more appropriate) faster when cons reach vet 2 or 3. I know cons and molotovs are out of scope but maybe for the next patch ![]() In: COH2 Gameplay |
Thread: Few ideas...12 Jan 2017, 02:34 AM
As Siphon X. mentioned you can check out casts by some of the casters on Youtube. Stormless and Generals Gentlemen do some good casts. If you don't mind older replays also check out the Sunday Night Fights channel and the Operation Charlie Fox tournament which had some amazing games (DevM's USF is legendary at this stage). Romeo also did a lot of nice casts but he stopped. The ESL tournament casted by Stormless and A_E was also brilliant and worth a watch. If you're looking for some specific faction to watch and there are no games being played online at the time when you'd like to spectate, check out the replay section here on coh2.org: replay section. There you can browse through the replays and look for USF games if that is what interests you most. Just download the the replay that looks interesting to you and copy it into the coh2 replay folder (added bonus: you don't have to wait for 3 minutes for the match to start ).If it is USF games you're interested in, you'll be thoroughly disappointed with ai battles since the AI is unable to handle USF even less so than other factions and you'll see it suicide ambulances more than anything else ![]() In: COH2 Gameplay |
Thread: Relic Winter Balance Preview v1.4 Update12 Jan 2017, 01:09 AM
Bugs I've found: - fausts still disappear (probably well known) - gren rifle nade animation does not play or plays delayed, the warning also comes delayed (speech warning) so that there is 0 chance to actually react to the voice line - ISU 152 concrete shot collides with terrain making the ability not hit the intended target - zis guns using the ambush ability reload slowly - units call out their own grenades with grenade warnings - radio intercept: no voice lines for almost all okw units and tech Hope this is helpful ![]() Thank you guys for all the work you're putting into this. All the bug fixes make the game 10 times better already, thank you. In: COH2 Gameplay |
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