forward reinforce with OKW is pretty brutal. i'd suggest pushing it to 3CP and seeing how it develops from there
MP40 volks are very average, don't see myself using them much since theyre a downgrade from stgs and cost more. probably only worthwhile as a grenade squad, might need to play with them more to see
Profile of Strummingbird
Post History of Strummingbird
Thread: [1v1][DBP v1.6]USF vs OKW1 Dec 2017, 09:07 AM
In: Replays |
Thread: 1.6 Mech vs Firestorm1 Dec 2017, 06:00 AM
Good game Hetzer is strong (i think maybe too strong depending on map and if okw has a balanced comp to support, have to see) 76mm shermans were useful but i don't see myself buying them vs normal compositions (usf problem isnt lethality vs vehicles normally, its getting 4shotted by raks / paks eg. i'd get jacksons vs stug based AT comps- regular shermans would round that out better than 76s as well i suspect) i'm not sure whats the point of the jeep w/o the upgrade unless its meant to be a capping unit, but now you have to stall a long time vs okw kubel pressure before you can afford the munis I'd suggest reinstating the 155mm barrage as an ability on the dodge truck to give it purpose later on okw opel is a nice addition assault package falls off very quickly i think, doesn't seem very good except for niche application with opel truck flame leig rounds don't set buildings ablaze - consider letting them do that In: Replays |
Thread: Recon commander in 1.61 Dec 2017, 05:48 AM
Greyhound could use a CP increase, okw med truck needs work as well In: Replays |
Thread: [DBP] Tank Hunter feedback thread25 Nov 2017, 06:12 AM
With reference to the comments I made on the other thread: Penals could unlock a further AT rifle package much like one of the earlier iterations of the fall preview where they had three or four rifles, turning them into a properly dedicated AT squad. this way you'd retain a contrast between cons, with only 2 rifles but stealth and nades for the ambush, and penals, who'd be more like panzergrens in terms of direct AT combat but lacking the sneakiness of cons. I agree that zis ambush is probably too situational. I'd suggest trying to combining it with the M-42 deploy to fix two bad abilities in one go. basically when the command point requirement is hit, it unlocks camo for zis guns, and the button on the command bar calls in the M42. maybe the M42 could also camo, depending on balance. thematically it fits tank hunter tactics, urban defense, and defensive very well. It also brings in the potential for T1 play, which the current ambush tactics basically discourages since it's a t2- unit specific ability. As for balance, giving soviets a call-in emergency AT gun in so many doctrines might be a bit much- really it requires more testing. mainly concerned with shock rifle being too good since you get shocks + AT guns as call ins so you can deal with anything. Possibly nerf (!) the m42 itself to 50 range or so, lower crew members, cost adjust to match, etc. If there isn't enough time to properly test it though, i'd suggest not implementing. The knockon effect of having the m42 with guards, m42 with shocks, m42 with cons could be pretty major. In: COH2 Balance |
Thread: December Balance Preview23 Nov 2017, 09:53 AM
played a couple games- -command pgren squad uses arty officer icon on command bar + named jaeger light inf -reinforce at 37 is a bit of a hidden knife. not sure if it's too high, it does bleed a lot. -but they can turn into a 5 man sprinting, stealth double shreck squad, which is also quite nuts. have yet to try this ingame though. -osttruppen LMGs don't seem as weak as the 50% penalty would imply (ingame they were ripping through vetted USF inf) -suspect that the 50% acc penalty doesn't translate to 50% lower dps, probably something along the lines of base acc with vet being high enough at some ranges -tier locking upgrades for them is a nice concept -concern regarding osttruppen balance not within osttruppen commander but from lightning war- reserve army spamming (though there is quite a lot of opportunity cost unless muni control is substantial - mass upgrading LMGs + nonstop reserve army precludes the use of stuka CAS). need closer games to see if this is an issue. -opinion -try out different weapon packages rather than lmg42. lmg42 osttruppen are more or less grenadier v0.75 and fill the same niche. (6x?) mp40s would be far more interesting, less problematic balance-wise, and round out the ostheer complement more. If it doesn't clutter gameplay too much, mp40s could be unlocked at BP2 and LMG42 (or something else) at BP3. -field defenses -grenadier, osttruppen sandbags are really nice. +1 here -tank hunter conscripts are pretty fun to use -loss of molotovs is pretty major, since they basically can't fight anything once upgraded now. i understand the logic (not good to mass upgrade, just grab one or two as specialized squads) but it's a little annoying -loss of regular AT nades is strange since the AT volley is not a straight upgrade -AT volley is very strong with cloak though. -would be nice to give ptrs penals with that doctrine something so they aren't eclipsed entirely- maybe the same cloak, or maybe even moving cloak (!) -hulldown cloaking tanks -the bushes are visible by enemy through FOW, which is probably unintentional but something i think should stay -don't think the +20% damage should stay- it just makes the first shot very RNG (two t34s can burst almost 400 damage, or bounce and do nothing which they still do a lot even with the +20% pen). i suggest either deflection dmg for shot out of cloak (if possible) or more pen instead to make it more consistent -time to cloak after firing seems a bit janky. sometimes it cloaks really fast, sometimes it seems to take forever. Possibly linked to firing as it enters hulldown. -manpower + fuel emplacements -manpower being the more valuable resource, this is a pretty big buff -ML20 was OP as hell with the new costing in FBP. suspect same here in DBP with the buff-nerf to more shells / better mid AOE -arty officer changes are nice -probably doesn't need to be at 2CP though, since it's limited to 1 -ISU -reliable now, maybe too reliable? needs more testing probably -consistent 120 dmg deflect on HE shots is a very big buff -guards -i'm not sure how useful hit the dirt is- same issue as cons hit the dirt, you just eat rifle nades / flame nades. real utility here seems to grab a few extra shots with the ptrs using the bonus range to secure light vehicle kills In: Lobby |
Thread: Crossroads by WhiteFlashReborn12 Aug 2017, 17:53 PM
There's a lot of good reasons why simply pushing midgame earlier is not a good thing for all factions. Soviets like lower resource income for example and so does Ostheer, since both can build very strong manpower-only armies with their starting tiers. See the prevalence and strength of penal / snipers and wehr T1 spamming in both GCS and automatch. USF and OKW like high income since their starting tier sucks after a couple minutes. Try riflespamming vs wehr heavy T1 or going for volks against soviet T1 for example. They benefit from their impact vehicle very greatly, and to an extent rely on them for survival. Obviously OKW benefits most from higher income since it just exaggerates the current strength of the faction. They can make very strong initial pushes, hit a massive power spike at ~60 fuel when you mass upgrade STGs and start spamming flamenades, then leapfrog into luchs after another 60 fuel to threaten game over if you don't have antitank and then subsequently dominate the map. Furthermore once the luchs arrives it's no longer equal benefit of faster teching for both sides, because the potent light vehicle translates into map control. The additional strat points tilt over to OKW and it simply snowballs in their favour from there. So it's not as simple as speeding up tech for all sides- the calculus of balance is very delicate and the additional strat points very clearly impacted it as we saw in GCS with the massive winrate of OKW on crossroads. |
Thread: FBP Update v1.29 Aug 2017, 17:26 PM
ML20 I'd think trialling a small buff to the LEFH together with a small blindfire nerf for both howitzers would be preferable to nerfing the ML20. Counterbarrage has always been pretty underwhelming, and if it's within scope giving the LEFH a small stat buff (ala ML20 extra shells at vet 1) to accompany counterbarrage at vet 1 would be interesting. Larger scatter into FOW would be the most direct counter to blindfiring into bases, and further incentivize shooting units on the field in concert with other attacks. I wouldn't go overboard with a nerf in this aspect though. Mortar pit I understand the problem with allowing base pits. It's not a problem I have an answer for; I wouldn't restore the ability for base emplacements. I'm not sure why the new iteration of the mortar pit is so resistant to antitank fire. It feels to me quite counterintuitive [pit is now immune to lategame vehicle dives IF vehicle has no machinegun eg JP4.] I see why target size is that small (to reduce vulnerability to AT guns) but perhaps this could be moderated in a way that allows vehicles up close to reliably hit it while reducing the effectiveness of 60-range snipes.
It's an alternative, but speaking from ingame experience in 2v2 and especially 1v1 it's an alternative that simply needs to be more attractive in some way to be useful and competitive. 1.0 showed that a performance increase was problematic, live game shows that the Ostwind is rarely used for various reasons. Hence, my suggestion to try a third tweak i.e. cost reduction and / or improvement against light tanks. Either way, it's not an early tool to counterharrass- it's a solid mid-late game vehicle built after other T3 vehicles establish a comfortable safety margin, since it's never built first from T3 unless the game is pretty much won already. A cost reduction would allow it to fit more comfortably into this role, and increasing penetration would make it a solid first-build choice against heavy light tank play. Other observations from further games: LeIG barrage is very reliable at hitting crewed weapons and infantry with the AOE changes. Not sure if it's a little too strong at the moment. Pack howi performance is very good. With cost reduction I suspect that they snowball a winning game a bit too well, but at the same time they need to be good since USF has no proper arty lategame besides Major. Perhaps adding a small fuel cost (10-15 fuel?) would differentiate it from the mortar, would thematically be in line with how the full-size howitzers and Land Mattress have a fuel cost. In: COH2 Gameplay |
Thread: FBP Update v1.27 Aug 2017, 09:43 AM
It's pretty much bait for USF, but can be effective against T1 heavy Soviets since Ostwinds can actually survive Soviet T3. (Note the same weakness of Soviets to Luchs) Actually one of the problems I have with the ostwind is how dismal its performance is vs light vehicles. T70 and Stuart cannot be killed in reasonable time as long as front armor is shown, SU76 will bully the ostwind head to head and when flanked doesnt die quickly, and AEC will give it a very good fight straight up. So the ostwind doesnt make a good showing when it competes against the obvious contender (P4) which zones out light armor effectively and can equal opposing mediums generally, and also has no real purpose imo with lmg /g43 mass upgrades, the sniper, and a whole host of other effective anti infantry units wehr already has (MG, mortar, etc). In: COH2 Gameplay |
Thread: Fall Balance Replays6 Aug 2017, 15:22 PM
A little reminiscent of motorpool + 105mm. Replay to show [excessive?] strength of the ML20s wiping just about everything in base. I think the soviet howitzer is particularly strong because T3 units are in a pinch very scalable, SU76 in particular capable of dealing with higher tier units, meaning there's less need to counter an enemy tech with your own T4. Equivalent as OKW would be T1+T2 (or more likely T2+T2) into howitzers, though I don't see it quite being as effective. In: Lobby |
Thread: FBP Update v1.26 Aug 2017, 15:17 PM
The issue with the Soviet howitzer is the guaranteed payoff on base bombardment picking up retreating squads, moreso than actually targeting units on the map. It was always extremely effective at this but with the AOE increase and the ability to fit it into a composition with much greater ease due to cost changes it's even better now. I'm not sure about the Mortar Pit - the way it's set up now, its probably even more untouchable when ahead due to higher HP and reduced vulnerability to AT weapons, but when playing from behind and fighting takes place near your base it basically cannot stay alive. I doubt this is a good thing. Ostwind is not nearly as potent as it was in FBP1.0. Effectiveness is probably about right, but the Wehr faction has plenty of very strong anti-infantry tools and I suspect the Ostwind will not find a niche. I'd suggest a 10 fuel drop in price, perhaps with corresponding manpower reduction, to allow players to fit it into a T3 based composition more easily If you'd like a replay to demonstrate the last two points I'll gladly upload. In: COH2 Gameplay |
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