I'm not sure about the stat/cost changes, but I absolutely agree that no mainline should be able to build sandbags. Voted yes.
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Post History of Doomlord52
Thread: Nerf/remove sandbags from mainlines16 May 2020, 22:02 PM
In: COH2 Balance |
Thread: Medic heal on Grens9 May 2020, 17:55 PM
I think aura heals are pretty dumb outside base sector. Especially Brit ones which are super spammable. I’d rather see a cost reduction on the gren kits. You don’t ever use them unless you have 4+ models anyways. This. The more reinforcement and healing gets moved outside the base, the less impactful retreating (and so, forcing retreats) becomes. In: COH2 Balance |
Thread: My last personal wishlist for teamgame adjustments8 May 2020, 18:41 PM
Not atm, we self are not sure. It all belongs to relic. That's understandable, and thanks for letting us know. However, with updates/patches in the future (for example, a summer/fall patch?), knowing the 'scope' beforehand would really help ease communication between the general community, the balance team and Relic. Communication surrounding the last patch was, imo, not that great; and it seems to have caused a lot of frustration in the community (which I think everyone wants to avoid). Even a relatively small announcement (before the patch started testing) similar to this would go a long way: "We're working on a new patch, with the goal of addressing (Unit Types). We're not looking to redesign these units entirely, so we're limiting changes to moderate buffs and nerf. This patch also won't be addressing doctrines. In: COH2 Balance |
Thread: My last personal wishlist for teamgame adjustments8 May 2020, 18:02 PM
Ram + off map needs to go. Considering off maps are largely fine on their own the balance team really needs to look into ram. Losing heavy tanks to two clicks of a button is retarded and there is nothing that can be done about it. And no you can't reliably keep your tanks from being rammed even though rank 1000 Allied mains think so. Yes. Either the range needs to be decreased on ram, or there needs to be a a 'wind-up' time, or the stun needs to last less time, or it needs to be interruptible (taking damage cancels the ram, for example). Right now, even with absolutely perfect reaction time, there is a good chance that once the opponent clicks "ram", there is nothing the axis player can do, which means that the targeted vehicle is effectively destroyed. Really: example The Ele starts reversing before the T34 starts its ram. You can't faust the T34 because its at full HP, and once it does take damage (which allows the faust to snare), the T34 has already started the "ram" (which can't be snared). Once it does hit, the Ele starts moving instantly and still can't escape the off-map. Basically, in that clip, for any chance of counter-play, the OST player needs to hit the T34 with AT and then also fire off a faust, all BEFORE the Ram starts. That window There's no opportunity for counter-play. Land mattress dies in two tank or Pak shots Yes, but every other rocket-arty is destroyed by a direct hit from on-map arty - the LM is not. OUT OF SCOPE! If you know what the size of the 'scope' is, let us know. Its hard to make suggestions when there's no solid understanding of what can and can't be done. In: COH2 Balance |
Thread: My last personal wishlist for teamgame adjustments7 May 2020, 17:39 PM
Some really good ideas here. I'd vote "yes to all" except for: UKF The land-mattress reinforce cost is a trade-off for it not being destroyed as easily. All other mobile on-map arty (rocket/regular/etc.) is extremely fragile; and can be completely destroyed with most off-maps, direct hits with on-map, or a dive with a cheap unit. The land-mattress, while it can be easily decrewed, cannot be easily destroyed - thus, the resource investment is a lot more safe (you're paying for the weapon, not the crew). If the weapon's health itself was decreased to match a Stuka, for example, then this would be fine. Basically; yes, if a direct hit by on-map arty destroys the crew and weapon - no, otherwise. UKF It would be better to replace both with either a recon pass or recon loiter. Zero-counter recon just doesn't fit the game. Pack howitzer is fine. No, it's not. Its currently an inconsistent RNG wiping machine. Its both incredibly frustrating to use, and to play against. In: COH2 Balance |
Thread: Brit (non-doc) tools to delete OKW HQs are ridiculous2 May 2020, 06:55 AM
In general, I'd say trucks are fine; but it could be interesting to add a copy of UKF's "brace" to them. Emplacements and trucks are relatively similar in terms of 'damage dealing' and utility, and they're both static structures - might as well even it out a bit. It'd be better if they removed the ability to place trucks forward and just made the trucks refund on setup. Forward trucks have always been cheesey gimmicks. The flack truck, maybe; but the rest, no. The only way this could happen is if all FHQ healing/reinforcing structures/abilities were removed. The Mech-Truck is the only source of non-engineer repairing for the entire Axis side (compared to Sov repair stations and UKF forward assembly), and the med-truck is the only non-muni based healing source for Axis (except the 251 and Vet), compared to USF's Ambulance, Sov's FHQ, and UKF's Forward Assembly + Medics. It's also the only source of 'out-of-base' reinforcement for OKW. Removing the Med/Mech trucks from the field would severely impact Axis' ability to keep up map pressure, especially in larger team games. In: COH2 Gameplay |
Thread: Changes i feel grens need1 May 2020, 19:47 PM
It might blow your mind, but the game is not about 1 unit vs other in complete vacuum, where other units can enter the field only after the first one is dead. Yes, exactly; and until people realize that OST's main problem is that other factions core design hard-counters them (and not small stat tweaks), OST as a whole is always going to toggle between OP and UP. Let's just look at one core fact about OST's faction design: they rely heavily on static weapons:
We can argue about other stuff, like Panthers, Stugs, PWerfers and stuff all day - but the core of the faction can be summarized as "4 model units, remaining stationary in combat". What do other factions have available to them in large quantities, regardless of doc choice? Powerful, auto-firing, Indirect fire, lots of smoke and units that can gap-close (firing on the move) and remain powerful at medium/close range. How is OST supposed to play? The Pack-howitzer and Scott can force a squad to retreat in 2 shots each, so its not by being stationary. Their mainline infantry units can't fire on the move (and the LMG42 setups up slowly), so it's not by being mobile. OST used to excel at moving "cover to cover", which was a pretty fun play style, but UKF simply does that better now (Cover 'Bonus', Moving Accuracy, Brens faster setup/aim time) while also having a larger squad size (bolster) and a cheaper reinforce cost per-model. OST also used to excel in late-game; that was their gimmick - weak early game, but very power late game - but that's also been nerfed. Their late game is good, yes, but its no better than any other faction. So, what is OSTs core play style? Note; 'core' - that means simply hard-locking the same commander very game isn't the answer. Docs are supposed to add flavor and provide specific tools - not make the faction playable. Buffing Grens won't fix this. In: COH2 Balance |
Thread: IL2 Precision strike seems uncounterable30 Apr 2020, 20:40 PM
The plane was shot down, though. Stopping any plane off-map when its dropping near the edge of the map is basically impossible, for any faction. In: COH2 Balance |
Thread: Weird bug.29 Apr 2020, 16:32 PM
Almost certainly a GPU issue of some sort; my guess would be VRAM related. Things you could try: Re-install GPU drivers (unlikely to fix it, but it's easy) Adjust GPU's VRAM speed (small decrease) Adjust GPU's voltages (tiny increase) Either way, I'd almost certainly say the card is "going bad", and will need replacement at some point. The above steps just increase that window of time. In: COH2 Bugs |
Thread: Poll: Factions Polishness (kind of)28 Apr 2020, 21:55 PM
Not entirely sure what the "overworked" option means in the context of design polish. In general, I'd say OST/Sov are both well designed, with lots of options (possibly too many docs). USF/OKW are alright, but missing some tools (notably, snipers). They also rely far too heavily on infantry spam/blobs. UKF is a mess, with simply far too many poor design choices (emplacements, cover bonuses/penalties, lock-out tech choices, bolster, etc.). All of the factions could still easily use some work, but that's my list of best-to-worst. In: COH2 Gameplay |
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