Governed by those at the top when changes are thrown in regarding various units and items that are up for discussion. However, we're not throwing all changes regarding specific units at once as we want to ease them in before applying/re-applying the buff stick.
On the Panther, something is on the way which affects the OKW one directly, the Ostheer one indirectly. And possibly another set of change(s) regarding its performance at least up to mid/tank range at 35-40 after those changes get implemented.
So what you're saying is you have no clear idea on what your limitations are, but you're going to do more... stuff. Cryptic stuff. Possibly, but only if you get changes implemented into the actual game first.
Because otherwise I'm not sure how what you wrote responded to what I was asking.
So I guess: Are these the set of changes that have been 'thrown in'? As in: only what is in these patch notes are up for discussion? And of course I know Relic makes the final decision on what happens.
It's price/timing is way out of whack with the rest of the factions.
It is either too inaccurate on the move, or too inaccurate on the move.
Arguably there's a third factor: Keeping Panthers alive and on the field is a challenge because pioneers take forever to repair them. It's also a challenge to keep pios alive and available to repair. Their flamethrowers and minesweepers are typically in high demand. Especially now if USF is also getting mines. It is worth noting though, that before WFA, this was actually balanced because combat engineers were also scrambling to keep Soviet armor repaired. (Windustry nothwithstanding.)
And largely because of this, in the context of Soviets v Ostheer, the Ostheer panther actually functions as intended. In the extraordinarily rare occasions of large teamgames of EFA only factions, Ostheer can and certainly will snowball into a swarm of panthers. But once USF or UKF (or an OKW teammate) enters the picture into those teamgames, that dynamic goes completely out the window.
The changes to repair that are being proposed don't address ostheer pioneers or USF tank crews. This is suspect. Removing the ostheer panther's extra armor at vet 2, which was the only rule of thumb you could rely on (Just get to vet 2, then your panther can do things.) doesn't help the landscape either.
But this is looking at the Panther holistically, taking into account unit synergies, and most importantly outside of a vacuum, so...
Balance Team: What are your current limitations for this patch? What is on and off the table for this patch? I can't speak for anyone else, but my level of analysis, criticism, and shits given is entirely governed by the degree to which you are willing and able to attempt to solve issues of balance.
...Or are your limitations specifically just the goals laid out in the changelog?
Balance team: valid points have been made, questions have been asked, but like clockwork they're ignored if you don't have a way of passing blame onto the playerbase, relics scope, or by arbitrarily declaring the question invalid.
The justification for the changes to panthers is all over the board. If it's taking seven pages and tomes of posts and the reasoning still isn't clear, that's a sign that maybe reevaluation is necessary.
Having a good list of changes in a patch is not a license to stubbornly redesign units in this game as per private agendas.
Been asking this since FBP: why are you looking at panthers, elefants, and Jacksons in such contained vacuums? Do you just believe tank crews and repairs are irrelevant? Is the Sherman irrelevant? Are you trying to get ostheer to crutch even more on the stug?
I mean come on, every one of these community patches is like 80% genuine good collaborative work, and then a few completely hairbrained ideas that are relentlessly defended as The One True Way despite any notion to the contrary.
What is the point of trying to discuss things? Going to demand 60 replays from anyone and everyone each definitely proving that the Jackson and panther changes aren't perfect? Just like with penals? Or volks stgs/Sturm schrecks?
With resounding consistency: Excellent list of general changes affecting all factions, QoL changes, and bug fixes.
Conscript molotov-AT merge I like... Opens the door for the third ability. Are the PPsh changes foreshadowing of a non-doc PPsh upgrade, perchance?
Obliterating that Lend-Lease meta.
But man, the panther changes. Increasing pop cap though? At least no one can say that the OKW Panther is a good version of what the Ostheer panther should be like. Nipped that argument in the bud. Poor Ostheer is paying a whole lot for a second faster reload on their panther.
But of course, getting that 640 health Jackson, come hell or high water. 520 or 560 I can understand. But 640 is just trolling, especially when reducing Elefant damage. Why not increase Sherman health to make it viable as a screening tank?
RE Mines. Kreygasm. I don't care that they're m7s. I'll take it.
It forces the Soviet player to upgrade to PTRS Rifles to stop LVs if they're relying on T1 as unupgraded Penals can now do absolutely nothing to anything that is bigger than a Kubel? Which results in vehicles having far greater capacity to push dedicated AI squads and players know which squads to evade and not rush towards?
You have a tendency to forget that Ostheer exists. Also mines.
No. PTRS Penals have only failed at that because M3A1 is shit (and only works when abused vs OKW), Conscripts are shit and Shock troops are shit. Also, PTRS is too slow at aiming; therefore it's too weak. So it's a weak support unit currently, with nothing else worthwhile to synergise with.
Again the direction was not wrong. It's just that progress has to be made step-wise at a pace imposed by Relic.
Which is it? Either or.
Or are you saying Penal PTRS not working out was the right direction?
That's exactly what it is for. After the initial few engagements it's great to hold onto to back cap as you use your volks to push, rather than split your army up to cap. Kind of like the PE kettengrad from CoH1.
And well, nub friendly and stale are more or less the same thing.
Hello fellow CoH2 players and pros. I haven't played the game for too long, maybe more than a year (busy with work and conscription service and all). Now I wanna get back and play a bit but I have no idea what the hell is going on. Watched a few streams, but felt like asking you guys a few questions.
So, I wanna know about the new meta(s) in 1s and 2s (I have all the factions). Also "factions strength" (No balance debates here, just tell me which factions are less demanding and a bit noob friendly right now).
Also, I think there were some major mechanics overhauls (OKW teching for one), if you mention a few I would be grateful.
Thanks in advance.
Yeah I'd say OKW is the place to start to shake off the rust. Your t0 has everything you need for the entire game.
Tech at your choice and leisure. Most people go for the Luchs because it can come out very early. (Think CoH1 American m8 rushes. Except OKW isn't really having to choose between BARs and other such decisions.) Since volks have garrison and cover denial grenades and StG upgrades that actually improves their long range performance over their rifles, you can utilize them for everything except for lategame tank killing.
The only think you need to worry about as OKW are lategame tanks, which fortunately USF and Soviets more or less lack entirely without the correct doctrine choices. Plus you got non-doc KT going for you.
That said, in 2v2s if there's a UKF player you might actually have to react to your opponent's strategy. In 1v1s UKF is much easier to overwhelm before the lategame as OKW due to the unnaturally strong early and mid game they enjoy.