I don't think it is still as much of a problem as it once was. It also comes a bit later now with the new CP system.
However, I think the main problem that may be seen in it is likely caused by the old topic of German mines: Tellerminen are basically the only way that can be used to cripple it. The more widely used alternative for other tanks, Panzerfausts, get evaporated by it. The KV-8 cannot really be countered by most German AT units if it is not crippled because it either turns them into steam (Pak, Panzerschrecks) or because it has enough HP to drive away from them into the safety zone provided by other Soviet units (German T3 tanks).
Tellerminen are actually pretty good: 500 damage (2.5*Soviet mine damage, over 50% of a KV-8) will cripple basically any tank.
However, their direct (high) cost means you can cover and protect only very little space with them. The indirect cost of Ostheer also requiring lots of munitions for basically everything else further limits their use.
Them being used very sparingly in most replay is just another indicator that something is wrong with them. Of course decreasing their direct and indirect cost would also require decreasing their damage.
But that, ultimatelly, isn't a problem with the KV-8 but rather with German mines and munitions costs. So I think the KV-8 should be left alone.
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Thread: KV-81 Jan 2014, 15:12 PM
In: COH2 Balance |
Thread: Guard1 Jan 2014, 03:08 AM
Their job is really just to counter light vehicles (which they do pretty well) and add some supporting fire as well as button on medium tanks. Their high durability and acceptable AI damage only make them more efficient at their job because the high squad number and armor mean they survive both AoE weapons (flamers, explosions) as well as small arms (infantry, light vehicles, tanks) very well, which in turn means they can normally fill those functions longer than most other units would normally be able to stay on the field. Their grenade also plays into this, allowing them to fend off even anti infantry units like Panzer Grenadiers when the grenade is used well. They are really a very versatile and durable package. Of course they do not completely excel at one task but this also isn't their job because if you'd want something to deal more damage to tanks you'd build an AT gun and place a few mines and if you'd want something to walk all over infantry you'd just get Shocks. Countering infantry simply isn't their job and as elite infantry their job also isn't to make up more than 1 or 2 squads of your infantry force, or else it'd be main line infantry rather than elite infantry. If you want them to reliably counter infantry, you'd have to accept tradeoffs in other areas. I'm definitely not against changes if many people are for some changes. However, I really doubt all people wanting them to be changed understand what they are asking for. Changing them may very well decrease doctrinal light vehicle protection and AT support, may make other (AI) units like PTRS conscripts and Shocks (but also M3s, Maxims and many many more) less desirable compared to Guards. Similarly, any slight AI buff might still feel as being "not enough" simply because they still wouldn't dominate some units or other specialized units might still be more desirable. Changes to them might even ultimately create other problems people don't even think about yet (e.g. in the event of possible light vehicle buffs or nerfs to other units or abilities). Their current situation is pretty solid. They definitely aren't the best unit for every job but they are pretty formidable at a lot of things. In: COH2 Gameplay |
Thread: Shocktroops at 1CP1 Jan 2014, 02:41 AM
When people are talking about the Industry nerfs, yes it has been affected by several changes but those changes have also affected everything else. The effect of those changes of course make a difference (and probably slightly more than for other commanders) but if the changes actually turned it from OP to balanced is highly debatable. However, it definitely switched it out of the forum audiences' spotlight and thus also decreased the amount of its use. FOTM seems to be something entirely different now, at least. However, the changes aimed directly at it (removed build time decrease) did nothing at all beyond reducing the Soviet field presence by a Engineer squad for half a minute or so. The whole change was futile in my opinion and people probably just switched the doctrine because they assumed it is now somehow worse when all it means is that they have to retreat their Engineer slightly earlier. Anyways, I think the current 1 CP Shocks are more popular because they are a really easy unit to use in most situations (right-click near enemy, very hard to wipe the squad especially with anything available early, meaning they need very little babysitting) and their counters use a lot of resources (combined with a high risk of losing them), are hard to use (sniper, arguably flame HT), or are contained effectively by other units normally accompanied by Shocks (Conscripts Oorah and AT grenades deter/cripple FHT and Sniper, if they are running away they can't prevent the Shocks from killing everything else). Of course this also varies by skill level but still there was really no need at all to reduce them from 2 CP (1 CP old system) to 1 CP (0.5 CP old system). The intentions behind the CP system rework were good but they should have changed the units that were actually displaying balance problems and then work from there rather than doing wide changes that barely make any sense (example: KV8 same CP as IS2?). Just change them back already. I think their cost and combat power is actually fine. They are just coming too early, allowing them to walk over all units available at that moment. In: COH2 Balance |
Thread: Territory bug - fuel remains connected despite cutoff.31 Dec 2013, 01:14 AM
Wow, this really shouldn't work that way. I guess people will now pick the Opel commander more often with the knowledge of this. Definitely needs fixing. Also kind of explains some very strange matches I played vs. that commander. In: COH2 Bugs |
Thread: KV-1 -- worth it?26 Dec 2013, 19:58 PM
It costs 5 fuel more than a Panzer 4, doesn't require a tech requirement and beats it pretty easily 1v1. The T34/85 is about the same AT strength as a Panzer 4 (with 1 miss deciding who dies) and it has the same fuel cost (each) as the KV1. Also remember that the KV1's armor is very strong and it has a lot of HP. I really don't think it is too weak and I like playing the commander for either no tech, shocks -> KV1s (risky); or T2+shocks -> KV1s. By the time you can call them in you have enough fuel to get 2 of them (if you have enough manpower) and your enemy can't kill it with Panzer 4s, so he either needs a Panzer 4 + Stug (in which case you already have 2 or 3 of them) or he needs a Tiger. However, this is for 1v1. From what you are writing I gather you mean team games. I don't know about its performance in team games but buffing it on that basis alone might make it too powerful in 1v1 (or too expensive if it also got a fuel cost increase to go with that) so I think changing it could break too much for too little gain. In: COH2 Balance |
Thread: Guard25 Dec 2013, 20:32 PM
They are very survivable (1.5 times as much as Conscripts), acceptable vs. infantry (slightly stronger than Conscripts even without the DP upgrade, 1.5 times as strong with DP) and their grenades allow them to beat back approaching short range infantry. They are very good vs. T2 vehicles, their AT rifles deal more damage against German T3 units than you'd expect plus they can button them, creating high synergy with any AT unit. They really don't need a buff. They are not supposed to be infantry hard counters, it is the job of Shocks and Penals. In: COH2 Gameplay |
Thread: Shocktroops at 1CP24 Dec 2013, 17:06 PM
Your video doesn't work for me. Edit: Meant Smirnoff but he seems to have removed it. In: COH2 Balance |
Thread: Youtube changes policy on Gaming content . Effects on Coh2 ?19 Dec 2013, 21:56 PM
It isn't a useless thread. The issues affect many youtube channels, sometimes even those of the content creators To Noun and Relic this issue is surely far from irrelevant because these issues (and the press coverage thereof) have mainly shown the content copyright owners in a very bad light. However, it seems that many of them, upon whose authority videos were either blocked or their monetization (ad revenue) claimed, do not really know what is going on. It seems the problem is created mainly by some (many?) companies just uploading every content they have (even trailers and B-reels specifically designed for use in such videos) to the system. Youtube's content ID system really is just a big stupid robot, designed to save lots of work hours by automatically flagging videos. However, in the process it is creating a lot of work for community managers etc. like Noun because they now need to whitelist many content creators manually. If you think it is bad now, wait for the holiday when basically nobody is in office to whitelist stuff (or if in office have other stuff to do). The amount of videos appearing on my youtube feed for the last week or so has gone down already (partially because the video makers have to deal with the whitelisting and copyright claim BS but also) because they are earning money from the ads displayed on each video. This revenue is currently either disabled or going to the claiming companies, they aren't earning anything from the videos and thus have to look for alternative video services (or look for other jobs/side jobs) if their income depended at least partially on youtube. Seriously, those issues are far from irrelevant. If you enjoy high quality youtube videos, this is a real issue because in the future you may get far less of that. Youtube cranked up their content id system up to 11 (and some people at content owning companies do not understand it, and some people even abuse it). In: COH2 Gameplay |
Thread: Tactical Movement ability pricing19 Dec 2013, 18:18 PM
I actually think it is rather good. The main problem of it, however, is that Ostheer has so many other munition cost upgrades etc. that this isn't used as often as it could be. Its placement in commanders that already have a high munitions cost with G43s and other stuff makes this even worse. It is good for stuff you would use Oorah! for: Catch up to tanks to get a Panzerfaust off, flank a MG (though it is very different), just get those Panzergrenadiers into short range quicker. However, it can also be used in a defensive manner, especially when repositioning MGs, mortars and snipers. In: COH2 Balance |
Thread: Search box19 Dec 2013, 17:28 PM
Depending on what you try to find, you can do a Google search with "site:www.coh2.org" or even "site:www.coh2.org/replays parano1a", also works for the forum and sub-forums. It isn't as good as a site search could be but when I use it, it normally helps me find what I am looking for. Especially for finding replays from players it works pretty well. In: Site Feedback |
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