Profile of wongtp
Post History of wongtp
Thread: LMGs12 Aug 2014, 00:38 AM
not sure but cruzz want to make lmg a pseudo AOE weapon and you guys are supporting it? i'd love to see 2 lmg teams focus firing and then a squad gets insta wiped with all members dying at almost the same time. In: COH2 Balance |
Thread: miragefla's Wehrmacht/Ostheer Balance Ideas and Suggestions11 Aug 2014, 02:24 AM
Sorry but disagree on that. Soviet weapon teams are too resilient. Even Relic stated they are and they're looking into it hence we got this famous topic. I don't think anyone should argue this as obviously as the developer they have correct tools to measure it. a flank usually gets them, when they have to keep running back to pick up the gun, same with the 120mm. the only thing it is resilient against are using mg42 to counter it, which is not a very good counter. also, german mortar has firing rates fast enough to offset the 6man advantage. incendiary barrage is still an effective counter to soviet hardpoints. lastly, gren blobs with lmg42s can cut it down faster than it deploys, in the rare case that the weapon team survives, a rifle nade will seal the deal. it is spammed because of the relative worthlessness of conscripts/penals. conscripts, great as a utility unit, worthless the minute once lmg42 upgrades are in. granted, thats the fault of lmgs, not grenadiers. In: COH2 Balance |
Thread: LMGs10 Aug 2014, 10:10 AM
@wongtp,i don't disagree that lmgs are grossly overperforming...but ur fix gives heavy nerfs to OKw and wehrmacht more than allies..u make obers useless.But make guards only 10 % dps but more survivability. i disagree. note that the current over performance of lmg is because of gren blobs, rifle blobs as well as volks + ober blobs. lmg34 on obers do 2x lmg42 dps. that is completely ridiculous, combined with their received accuracy, they are currently the strongest infantry unit out there who are only efficiently countered by tanks. what i did was make obers less like a space marine, more like a ww2 soldier. obers are going to come out roughly 120% the dps of an upgraded gren squad with fotm, bundled nades and more durability for only 400mp. how is that useless? grens currently do a lot, they cut down infantry, they slow down tanks and can rifle nade. when dps of lmg are nerfed across the board, the durability of grens will naturally increase. when that happens, grens are going to be alot more useful than its current incantation of showing face and losing models instantly. guards are already under performing and not to mention they are expensive to spam. 330mp + 75munitions. i dont see a need for a huge dps decrease when soviets are the ones lacking the most in long ranged firepower. not to mention these guys cannot fotm, means they are susceptible to nades and rifle nades. In: COH2 Balance |
Thread: LMGs10 Aug 2014, 09:42 AM
lmg is a scaling option for regular infantry squads in order to compete in a much more lethal battlefield when elite infantry units are deployed as the game goes on. however, the roles of lmg should not change. grenadiers, rifles, guards and obers are not assault infantry, they are simply your general infantry, in the case of guards and obers - better than average infantry man. it should remain as an upgun, to their stock rifles. and this design is apparent, it is available on regular backbone troops who are designed to be deployed in large numbers like grens and rifles, so that they can be spammed in order to balance out elite units that other armies get. but right now, especially lmg42 and browning lmg. they do way too much damage for their spammmability, as compared to dp28s or lmg34 who are available only on elites like guards and obersoldaten. so the fix is actually quite simple for lmg42, bars and browning
the reasons for proposed changes are simple. these guns are meant to be deployed on large quantities, there's no reason why they should perform as well as the ones on elite troops who are called in later. also, the changes to rifles are to make sure that rifles can either hold a lmg+zooks or bars + zooks, not double lmg/bars as for dp28s and lmg34, these guns are only available on elite infantry and are fairly unspammable. they can be left as they are with some minor tweaks.
with these changes, blobs of death should be fairly toned down and things shouldnt die so fast upon contact at long range, giving more time for hmg to suppress. as long as hmgs are become difficult to kill at range, blobbing should clear up quite easily because flanking will become essential. In: COH2 Balance |
Thread: LMGs9 Aug 2014, 13:19 PM
well, LMG in essence, is an upgun for rifles, a direct upgrade to bolt action rifles. at least thats how i see it. i have no idea why LMG should be given some confusing role like what the OP suggests. if dps is too high, no need for all these acrobatics and workarounds, just lower the dps at range by giving LMG some form of accuracy nerfs at range. keep their current lethality at medium range, lower the dps by 15% at long range so things dont immediately die upon contact. In: COH2 Balance |
Thread: Rear Armour needs to be nerfed - Across the board8 Aug 2014, 18:20 PM
I'm sorry, but this is hilarious. Flanking is not rewarded? Most of the tanks have half the rear armor compared to their frontal armor, so you have almost always a 100% chance to penetrate. There are a few exceptions in both directions. regardless, showing rear armour is an obvious tactical blunder. even the greyhound in vcoh could pen a tiger in its rear. this only promotes easier play for heavy tanks, where they can be relatively safe from flanking mediums tanks despite overextending itself. old vcoh heavy tank playstyle dicates heavies must be supported, if not they would be completely chewed up by flanking tanks or infantry AT. even in vcoh, these tanks are slow, yet on the upside, they are given very good front armour and are effective against all targets. they are kings of peekaboo tactics and soaking up fire, there isnt much difference in coh2 either. their only Achilles heel is their weak rear armour, which gives flanking mediums are fighting chance if they can catch heavies that are overextended and with their rear shown. a nerf across all rear armour will do nothing to the current meta, heavies will still be counted on for their firepower and front armour. the only change is that things will be more consistent, using medium tanks to flank will be alot more reliable. taking out a heavy tank is usually a game changer. these kind of events should be least effected by rng as much as possible. In: COH2 Balance |
Thread: Any sneaky changes about Shocks?8 Aug 2014, 13:15 PM
spread the hell out so shocks cant catch both squads in their lethal range. if they smoke out, they cant fire back, so start moving supporting squads to positions so they can start firing once the smoke clears. to be honest, countering short ranged smg troops are much much much easier than say, long range dps blobs that OKW and ostheer are very capable of. In: COH2 Balance |
Thread: Reasons to build Soviet T4?8 Aug 2014, 08:25 AM
save the fuel, drag out for a isu152, which overlaps both su85 and katyusha. also, isu152 has a much lower micro ceiling than kats+su85. t4 has its uses, just that there are other units much more efficient and effective than the entire tier. In: COH2 Balance |
Thread: su-85 needs attention.5 Aug 2014, 07:46 AM
as long as jadgtiger is in the game, su85 will always be useless together with entire t4. the jadgtiger will put an end to any kind of armoured defensive playstyle. an isu152 is better served with t34/76 and AT guns, rather than su85s. maybe lesser noticed in 1v1s, su85 has always been quite useless in the 2v2. mobility and firepower that the t34/76 and t34/85 is superior to the defensive play style of su85s. the moment jadgtiger is out, you will lose all initiative with su85s, but you can still maintain some form of initiative if you have t34/85s against heaives. In: COH2 Balance |
Thread: Kubelwagon Idea's and Possible Improvements1 Aug 2014, 05:28 AM
i feel that they are a very powerful unit in the right hands, just like the jackson or the old su85. a build order with 3x cons and 1x maxim, its really difficult to fight a combo of sturmpios and volks with kubel. In: COH2 Balance |
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