4vs4 is not a standard of balance
I don't care what the 4vs4 balance is
Arty spammer do everything and flanking is mostly meaningless in 4v4
4v4 have no require map control and just sit the ground and spamming arty units
4v4 i believe is the most played mode.
it must be considered in order to meet the majority needs.
So balancing it is a must.
cancerous 4v4 late game axis tanks blobs with so much Hp and some are whinning about 640hp allies Td. smh. |
yes
no, but i hope they get second panzershrek
no
no
no
Axis fanboys are whining again
Don't touch anything without problems
yep. axis already have near unbeatable late game tanks.
try play 4v4 against axis who have accumulated their panthers and volks blob. And then there is the pancakewafer and stukazfs for massive damages from far without locking in a doctrine.
Means they can spam tigers or elefant or jdt and still have area arty!
Axis have all the units all the utilities to win. |
If you change the subject of what you just said to axis fanboy, that's you.
well said. I dont get his rant which is off topic.
people are trying hard to contribute towards making coh2 balance.
This dude is whining about something else.
Anyway back to topic, the +20 armor vet seems really good now. Sturmpa will bounce ATg and handheld AT more readily. Which is its purpose to dislodge them.
Good buff! It is free without any nerfs. Stop whining, this poll is asking for too much. |
remove this cheese ability. Even a KT needs a few shot/time to destory a team weapon. This cheese ability returns fuel, all that you need to know it is cheese.
If relic wants diversity, make savage restricted to sturms with sweeper upgrade and extend savage time by 50% or increase receieved damage if sturms are salvaging.
EZ ability with great rewards need a nerf. |
The fact that is has a deathloop, reducing its survivability noticably. Smaller arc lower supression wich imo adds to the deathloop and needs vet ability to suppres as other mg,s do. It mobility is margenaly better then other mg,s. It needs teching...
So why in hell is it 260 mp, the same as the t0 much better overall mg 42?
Its out of an unrealitic fear maxim spam will return. Yes in 4v4 it still is spammed but so is nearly every unit that can will be in those games.
With token nerfs such as 10 mp for volks and 10 fuel for the jackson. A 10 to 20 mp cost decrease for the maxim would not impact it that much but would just give a clear sign its a less effective mg overall.
Yep. Maxim also needs a tech structure. It is too expensive for a fragile unit. By time it is out Ost will get 222 or FHT to force maxim off. Too bad the deathloop means heavy reinforcement costs or a wipe to Ost light vehicles.
The only whinners are those using improper maxim counter, which is mortar attack ground. You dont use attack, you use smoke if you want a mortar counter!
A well placed rifle nades will drop 3 maxim models and you finish it off with another gren flank while it is death looping retreat.
240 mp maxim is fairer.
This is to match grens coming from T1.
Add 20% reduced damage at vet 1 if suppression is not buffed.
Look at the video, maxim sucks in a bad spot. Walk in, nade, wiped. Who the hell thinks maxim is fine is simply unfair. |
The Stuart's Point Blank Engine Shot migth get better or used at all if the range could get increased a bit, for example to 20 range about half its max range.
The M36 is quite often used and effective against all targets i think the p4 m36 balance is something that isn't where it should be i would prefer to increase the penetration values across the board for medium tanks, otherwise USF could get stomped by p4s with panzer tactician if they do to good vs the jackson and the sherman can't keep them at bay with the ap rounds.
The Panther could need some changes but it shouldn't be ignored, that the stats for hp, armor and speed are quite good for a brawler and it mostly has issues on long range maps or against allied tds which can usually get a few opening shots in and kite it or force it off.
yes panthers dont need buff. dont forget it has AI pintle and for okw commander arty. So a premium tank that does everything.
Its 50 range outrange allies med tanks.
In 4v4 where you get more resources over time.
2 panthers vs 2 jackson is unfair as fuck.
If anything panthers need a bit more Mp increase. 490 is kinda cheap for its multi purpose role.
Yes stuart point blank needs some range buff AND moving accuracy buff.
Why is the ma only 0.5 when all usf tanks get 0.75?
Make ability 50 range so that it can shock panther fairly and 0.75 MA also sounds fair.
Nobody uses stuart coz it sucks and needs to be reviewed why. |
Wehrmacht, Ostheer, or as I like to call them, EZ mode version 1.0.
You've got everything you need with this faction. Units are all way too cheap, 240 MP for Grens, 260 MP for the best MG in the game and it's available to build immediately. I'm surprised they don't just give you one for free to start with. Panzergrens beat Rangers, easily beat Riflemen with or without BARs and come way too early. The only faction that's really a match for Ostheer are the Soviets because of Penals and the Scout Car plus the flamethrower Combat Engineers.
USF has the worst early game of any faction and units cost way too much in comparison to OST.
Riflemen are good yes but you don't really have anything to support them with before teching to LT.
Rear Echeleons are for caping, and building fighting positions only, they do thing to support Riflemen beyond shooting grendades from fighting positions which isn't really useful when you're supposed to be advancing and capping early on.
The mortar is inaccurate and not very leathal unlike the laser guided OST mortar.
Ambulance...I don't even know why they bothered to make this a T0 unit. I've heard some idiots try to use it like a half-track to reinforce sqauds in combat but you're just asking for it to get blown up and losing it early on its gg.
Brits? LOL they'll just pin your crap Infantry Sections, faust your UC in two shots or just machine gun it. At least with USF you can smoke MGs with the mortar but with UKF you don't have shit.
well said.
Wehr units keeps getting buffed now they are so cheap. Axis fan boys keep whinning about LV hole in their line up. Plant some mines, stop spamming mg42, put a well placed pak40, ambush with grens faust. Wehr has all the options. Because late game wehr is EZ mode, axis fan boys want it all.
I havent even talk about pwafer, a late game unit that deletes USF mains. Fricking cheesy and frustration to see my vetted rifles just get wafer'ed. Pwafer is another EZ mode, fire, move back, fire. Why does it get suppression when other arty dont?
Usf dont even get an own area arty, and need major tech vet and spend ammo. Shite is unfair.
Calliope should be non-doc. At least a lite version. Having to rely on scotts sniping takes too long, and here we have wehr players whinning. |
I would be very, very careful with replacing Panzer tactician with Stuka smoke bombs. In the hands of a skilled player Stuka smoke bombs are infinitely more useful.
agreed. by able to choose where to drop, and almost instantously, it is even more OP that paztac. Then there is the by product free recon...
Hence i suggest use mortar smoke cover with green flare delay. replace all those cheesy axis smoke escape cards. |
A few things that I've recently remembered, that were discussed ages ago:
1. Any chance of making the Sov Repair Station either cost more, or take up pop? The current 125mp/45muni makes it cheaper than OST's bunker (after upgrading), but its arguably much more powerful, since multiple repair posts can repair a single tank. This is particularly a problem in larger games, where I've seen 6+ stations in a small area, essentially instantly repairing vehicles.
2. Any chance of making Sov Forward HQ have a setup time, or making it possible to neutralize? This ability is extremely powerful on certain maps with large, high-HP buildings in key locations (train stations, usually), and there are essentially no early-game counter.
1. no way. It is doctrine and thus limited. building repair stations mean your engineers are losing other uses. In fact OST bunker needs to cost at least 2 pop cap each. Non-doctrine and spamming in 4v4. Ost is too powerful in 4v4 late games.
2. foward hq only works in 4v4 lorraine forest. no big deal. Just build more arty units when you play that map as axis. Axis has tons of great arty. It is easy to counter if you prepared ahead. |
Yes that is right. ukf lacks unit prescene to cap.
Building sandbag is a plus and minus, more defence but less capping. It is all fair
Removing sandbag from IS is an unfair nerf. I vote no go! |