Hi guys,
I mostly play Axis in 4vs4 but I'm a pretty decent player. Lots of experience in CoH and used to play 2vs2 in CoH1 competitively, but I've gone a more casual route with CoH2. I prefer to relax a bit more and play 4v4 in my slightly older age. (https://www.coh2.org/ladders/playercard/steamid/76561197982208416)
Top 100 is usually where I sit, with a positive win-loss ratio so I clearly have an impact in games even with 7 other players. I'm currently at 53 for OKW. However since the patch I've been on a huge winning streak (not complaining too too much as Axis were an extreme challenge before the patch dropped) and I have some feedback regarding the state of balance.
One thing I *really* like about the patch is almost every match seems to make it to the late game, seems to be around 50mins or so. This is good. Wait, no. This is EXCELLENT. But there are still some problems, and Axis seem to have an edge right now. So here is some feedback:
OKW is very strong early game now. Perhaps too strong. They received a ton of really subtle buffs, but ones that when they add up, really make them very potent with not very much weakness. The Racketten buff was a huge one, too, which - it's nice to see OKW now have an AT gun that works, but there are some problems.
Sturmpioniere vet change was also nice, as it was nearly impossible to get Vet5 prior to it, but now they're super powerful since their grenade is quite potent. Fusiliers and G43s being cheaper was also totally unnecessary, they were extremely good before, and are only better now. Yes without the upgrade they're worse than Volks - except they get a long range AT rifle nade that is probably the best snare in the game. Fallschirmjager are also beasts, especially upgraded, with veterancy, and popping Valiant Assault. They just tear infantry up.
OKW suggested changes:
-Fusilier base squad cost back to 280, G43s back to 90 munitions. They were an extremely potent squad before the patch, being the most survivable Axis unit at 6 men, and having a ton of DPS at any range. Their buff was totally unnecessary.
-Fusilier Grenade cost could afford to be reduced to 25 munitions. It's not a very good grenade, but at 30 munitions it's quite expensive for something so weak. But this is their only disadvantage, and it may not be necessary. Just thinking if we raise G43s back to 90, this may be a nice tweak as well.
-Sturmpioniere Veterancy 1 and 2 requirement revert (but keep new Vet 3, 4, 5.) This will yield 580/1160/1920/2600/3150. This will slightly delay their potent stun grenade and vet2, while still enabling them to get the higher level Veterancy at an improved rate (scaling better in late-game.)
-Rackettenwerfer now should require T1 to be built, HOWEVER Volksgrenadier should receive Panzerfausts once the first Truck is on the field. This will give them a bit more defense against the Bullywagon (scout car) while not having such an incredible AT gun right off the start of the game.
-Fallschirmjager FG 42 upgrade cost should be raised to 80 munitions, slightly raising the munitions-intensiveness of using this Commander, what with its potent Valiant Assault (a munitions ability that combined with FG42s and Veterancy is devastating.)
-Fallschirmjager Vet 3 accuracy bonus (1.3) should be reverted (to 1.15.) Basically this will preserve the new, improved firepower they are getting when they arrive on the field, while reducing their insanity when they get Veterancy.
-Jagdtiger should keep its changes but have its range raised back to 80. It arrives at 15cp, which is absurdly late. Considering how late this is, it should have some improved impact on enemy units like the ISU-152 or SU85 spam.
Additionally, Tommies are no longer a threat at all. Yes, they NEEDED a nerf because the 5-man double-Bren Vet3 Tommy blob was completely unkillable, however the nerf just seems to be too much and impact their early game too severely.
UKF suggested changes:
-Received accuracy change from 0.9 to 0.85 (formerly 0.8 in previous patch.)
-Nerf one of the Tommy's veterancy bonuses slightly to compensate for this received accuracy buff, so that their late-game performance doesn't return to the absurdly-unkillable state it was pre-patch. Alternatively, raise their manpower upkeep cost *when they have the 5-man upgrade.*
As an additional change, what with all the Heavy Tank buffs to AoE and firepower, and what with Infantry being so easily able to kill AT guns, I propose that all 4-man Anti-Tank Guns receive 0.85-0.9x damage. This will help them survive a bit better in the late game, where the new heavies are basically able to fight AT guns head-on without any threat, and where infantry also wipe these small-crew AT guns with great ease. The larger AT guns (Rack and ZIS) don't have as much problem, so they may not need this change.
All factions suggested changes:
-57mm, Pak40, and 6lbr crew receive 0.875x damage.
Thoughts? Agreements? Disagreements?
And as a last remark, I would hope these changes would only prove positive for 1v1 and 2v2 as well. Would be interested to hear feedback from players who spend more time in that regarding my suggestions.
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#Steam AliasWL%Streak
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