In the past maybe? But not in the acutal meta i guess.
( We are not talking about 1vs1 soviet t1 into lendlease!)
But as you can see guys: EFA mod and etc are working on it.
Did you contacted devm on leig changes or usf too
With consultation from DevM and a lot of playtesting from Bene, Old Shatterhand and TheLieutenant, we are also announcing our changes to USF
1.8.1 Notes OKW changes Show Spoiler ISG
- Cost reduced from 330MP to 280MP
- Added a delay of 1.75 secs before each barrage type (to prevent double-tapping)
- Barrage range increased from 80 to 85
- Crew size reduced from 1.15 to 1
- Popcap reduced from 9 to 8
With consultation from DevM and a lot of playtesting from Bene, Old Shatterhand and TheLieutenant, we are also announcing our changes to USFUSF changes Show Spoiler
Our core changes for the USF faction are the following:
- Addressing popcap inconsistencies within the faction (positive or negative)
- Addressing the poor reliability of on-field stock artillery for the faction
- Applying modifications to the existing doctrines, so that each doctrine opens up a new type of strategy, and all are equally viableCall-Ins
- All USF tank-based call-ins and priest/calliope cost 25% extra until the Major is deployed.Population cap
- Decrewing vehicles will no longer reduce the population cap upkeep of USF forces.
With the population cap changes, each decrewed vehicle is still worth some amount of popcap to the player that last decrewed it. The population cap that decrewed vehicles now yield is such that:
decrewed vehicle pop + vehicle crew pop = crewed vehicle pop
- This only affects USF vehicles (i.e, doesnât affect captured vehicles from other factions)
- This only affects USF vehicles with popcap above 5 (vehicle crew popcap)
The population of other USF squads has been tuned in to a fair amount.Vehicle Crews
Changes to Crews popcap are to prevent popcap deflation.
- Popcap increased from 4 to 5Ambulance
- Population from 4 to 2Rear Echelon
We are normalising Rear Echelon performance, to make them somewhat viable as a unit, while normalising their utility with respect to other engineers.
- Cost from 200 to 180
- Reinforce from 25 to 23
- Repair Rate from 2 to 1.6 (to match other engineer squads)
- Vet2 repair rate speed from 1 to 0.5 (since it can vet reliably)
- Volley-Fire received accuracy penalty from 1.4 to 1.15
- Minesweeper now takes up 1 slot item
- Can upgrade (doctrinal) Flamers and Minesweepers at the same timeFighting position
- Increased % of surviving members from 50% to 75%
- Updated crewing time according to ambient buildingLieutenant
We are adding some utility to the Lieutenant to make him a viable asset for the long-haul.
- Population from 8 to 7
- Cost from 300 to 280 (replacement squad)
- No longer starts with a BAR. Can upgrade a single BAR for 60 munitions.
- Now has âPush Forwardâ ability. When active on a friendly squad, the target unit will move faster. 15 munitions, 10 second duration. Range 30; 60 second cooldown.
- Squad reinforce cost standardized to 28 per model.QoL/Bugfixes:
- Fixed an issue where it was not possible to access grenade abilities when selected together with riflemen squadsTeching progress bar
- LT/Cpt/Major progress bar will appear as the relevant command posts are being unlockedM2HB .50Cal
- Population from 5 to 6M20
The M20 is receiving changes to make it less of a shock unit and more of a long-term viable scout/minelaying unit. Price adjustments mean that it will now be viable to replace the unit, if lost.
- Population from 6 to 4.
- M20 manpower cost from 340 to 240
- Crews now require a 50 munition upgrade to purchase bazookas (no longer free)
- Smoke activates with a delay of 0.75 seconds, but now lasts 15 seconds
- M20 accuracy from 0.75/0.475/0.2 to 0.45/0.375/0.25
- Weapon accuracy increases with veterancy: +10%/+15%/+15%
- Veterancy requirements lowered from 880/1760/3520 to 500/1000/2000Minelaying:
- M8 Mines from 60 to 50 munitions
- Minelaying time reduced from 12 seconds to 7 secondsM15
- M15 population from 8 to 6
- M15 37mm now ignores terrain
- 37mm range from 40 to 45 to match machine guns
- M15 Left and Right machine gun suppression from 0.00025/0.00015 to 0.0002Captain
- Population from 8 to 7
- Squad reinforce cost standardized to 28 per model.
- Cost from 300 to 280 (replacement squad)
- Veterancy 2 weapon cooldown from 15% to 20% (to match other squads)Pack Howitzer
We are trying to make Pack Howitzer a viable artillery unit for breaking camp. Note that in addition to the following changes, the Pack Howitzer also benefits from QoL projectile fixes.
- Population from 11 to 9
- Cost reduced from 380MP to 330MP
- HE barrage from 3 to 5 shells
- Now retains standard HE barrage at veterancy 2 and 3 (HEAT barrage is a separate ability)
- HE and WP Barrage cooldown from 60 to 40.
- HEAT Barrage cooldown from 60 to 50.
- Added a delay of 2.25 secs before each barrage type (to prevent double-tapping)
- Crew size reduced from 1.15 to 1Stuart
We are giving Stuart medium crush to allow it to engage in tank combat more effectively.
- Population from 8 to 7
- Now has medium crush (can't crush infantry)Major
Mostly FRP changes to bring Major in line with OKW
- Population from 6 to 4
- Squad reinforce standardized to 25 per model.
- Cost from 160MP to 150MP (replacement squads)
- Resource penalties remain active for 1 minute if Major retreats while FRP is active and cooldown is still not overM4A3 Sherman
We are adding consistency to the HE shells.
- HE shells now ignore terrain
- HE shell distance changed to 0.75/1.5/2.25 to 0.5/1.25/3
- HE far AOE from 0.05 to 0.15Smoke Canisters (affects all Sherman variants):
- Smoke Canisters from multi to single cast (this makes it that only one sherman uses the ability per click)
- Smoke canisters distance scatter max from 1.5 to 8 and a 1.25 FOW multiplier from 1. (to cover a bigger area)
- Fixed an issue where Bulldozer sherman would fire fewer smoke canisters than vanilla shermansEasy8
- Moving scatter from 1 to 1.35M36 Jackson
We are turning Jackson into a slugger unit. That way, the USF faction will have the ability to have a stock vehicle that can chase and knock off enemy tanks.
- Accuracy from 0.05/0.045/0.035 to 0.06/0.05/0.04 (to match other tank destroyers)
- Health from 480 to 600
- Range from 60 to 55
- Cost from 360MP/125FU to 400MP/145FU
- Weapon is now disabled for 4 seconds when HVAP is toggled. HVAP ready aim-time from 3 to 0.125M8 Scott Motor Carriage
We are adding consistency to the Scott. QoL projectile changes mean that the Scott will fire at specific angles more consistently.
Medium crush will allow the M8 scott to navigate late-game battlefield more efficiently.
- Distance scatter offset from 0.3 to 0
- Near AOE distance from 1 to 0.25.
- Far AOE distance from 3 to 4.
- Near AOE damage from 1 to 0.8
- Mid AOE from 0.25 to 0.4
- HE barrage cooldown from 75 to 45.
- Smoke barrage cooldown from 60 to 30.
- Light crush changed to medium crush
- Vet1 Smoke activates with a delay of 0.75 secondsCalliope
We are lowering the alpha strike and durability of the Calliope to be in-line with its cost and its role.
- Popcap from 12 to 15
- Near AOE distance from 1.5 to 0.5
- Now unloads its barrage in a continuous stream of shells
- Cooldown from 0 to 0.3 (increases distance between shells)
- Health from 640 to 480Priest
We are making the Priest more useful individually, but less spammable.
- Population from 16 to 15
- Made non-decrewable
- Fixed Creeping Barrage weapon to deal same damage as normal attack
- Now requires a 3-man crew to capture/operate
- Mid AOE from 0.15 to 0.28 (to match ML-20/LeFH performance)Pathfinders
Mostly reinforcement cost/time changes to make the unit able to trade vs infantry.
- IR Pathfinder popcap from 6 to 5
- Pathfinder reinforce cost from 37 to 32.
- IR Pathfinder reinforce cost from 35 to 30.
- Reinforce time from 7 to 6.IR Pathfinder veterancy
- IR Pathfinders now receive 25% increased range on artillery abilities at veterancy 2. 25% ability range at veterancy 3.
- IR Pathfinders now gain Shared Experience
- Veterancy requirements from 340/640/1280 to 500/1000/2000Beacons
Changes to the beacon will make paradropped teamweapons more viable for the frontline and could open up more strategic depth to Airborne/Recon.
- Beacons now also allow paratrooper-manned team weapons to reinforce near themParatroopers
Paratrooper changes are mostly to normalise Airborne Paratroopers with Recon Paratroopers.
- (Airborne) Paratrooper demo charge deals additional damage vs teamweapons
- (Recon) Now plant mines faster to match other factions
- Can now purchase 2x Thompson guns if they only have 1 slot left
- All Paratrooper squads now receive a -15% reload time at Vet2
- Removed +10% accuracy from Vet0 Recon paratroopers
- All Paratrooper squads receive passive healing at Vet2M8 Greyhound
The changes to the Greyhound will make it one of the most efficient anti-infantry light vehicles in the game.
- Population from 7 to 6
- Health from 240 to 320
- Speed from 6.8 to 7.2
- Light cover movement penalty from 0.8 to 0.9 (matches the Stuart)
- Command Points from 3 to 4.
- Now has access to a M2HB Mount. Same performance as the M4 Medium.
- Reload from 2.9/4.4 to 3Canister shot
- Canister now targets an area rather than the squad.
- Canister cost from 50 to 40
- Canister far AOE from 0.05 to 0.15
- Canister mid AOE from 0.15 to 0.25
- Canister distance far from 3 to 4
- Canister distance mid from 2 to 2.5Air Dropped Combat Group
We are making the combat group more affordable. Additionally, we are making the loadout of the paradropped squads more predictable, to allow for players to pre-plan their army composition.
- (Drops with two paratrooper squads and an AT gun, as before)
- The first squad automatically comes with two bazookas. Bazooka squad gains 15% reload at veterancy 2.
- The second squad automatically comes with a single BAR. Can either be upgraded with a single M1919, BAR, or two Thompsons.
- CP from 7 to 6
- Cost from 900mp to 500mp and 125 munitionsAir Dropped Weapons
- M2HB Paradrop cost from 260 to 200
- 57mm Paradrop from 270 to 220P-47
- Rocket origin point from 5/5 to 3.5/-3.5 (affects consistency)Pershing
We are changing the Pershing to keep it in line with Tiger changes in the mod.
- Population from 16 to 19
- Damage from 160 to 200
- AOE damage from 1/0.4/0.2 to 0.8/0.32/0.16
- HVAP ready-aim time from 0.125 to 2.5
- Adjusted XP awarded value (previously it was awarding same XP as a 400MP/160FU unit..)Assault Engineer
- Population from 8 to 7
- Reinforce cost from 33 to 30.
- Now gains a 5th man at veterancy 2
- Now plant mines faster to match other factionsM10
We are fixing a long-standing bug that turned AP rounds into a disadvantage rather than an advantage.
- AP rounds ready aim time reduced from 2.25 to 0.125
- CP from 8 to 9
- Mid range moved from 25 to 35 (only boosts accuracy)Bulldozer
We are giving the Bulldozer veterancy appropriate for its role, and we are bringing its performance on par with the Brummbar.
- Penetration from 30 to 50
- Added 50% deflection damage
- Veterancy 2 now provides 160 health and +5 range.
- Veterancy 3 +35% horizontal traverse moved to veterancy 2.
- Veterancy 2 mobility boosts moved to veterancy 3.
- Veterancy requirements set from 2160/4320/8640 to1950/3900/7800
- Moving scatter set to 1.5 from 2
- CP from 10 to 11240 howitzer barrage
- Mid profile from 0.15 to 0.35.
- Far profile from 0.05 to 0.25.
- Removed instant death critical against infantry.Dodge
We are making the Dodge more viable as a transport unit to be used throughout the entirety of the game.
- Population from 4 to 3
- Fuel cost from 20 to 10
- Added moving accuracy penalties to mounted units
- Starts with a 90 second cooldown
- Health from 180 to 240
- Frontal armour from 5.2 to 3.9
- Rear armour from 4 to 2.5
- Rotation rate from 30 to 45M3 Assault Group
Fixing some long-standing inconsistencies with the unit.
- M3 frontal armour from 5.4 to 11
- Health from 200 to 320
- Cost from 520/35 to 480/30Rangers
- Popcap reduced from 10 to 9Forward Observers (Recon)
- Bonuses increased to equivalent Tommy sight cover bonuses
- Requirements relaxed to Tommy sight bonuses
- UI indication removed (to prevent giving away doctrine choice)FireUp
- Penalties changed from speed to -25% cooldown and -25% accuracy
Are you updating this in the first thread as well? So all patchnotes are in 1 thread?
Maybe nobody now, but before WBP it was a mainstream relation to all the modes.
Really? OMG...
Maybe because allies were op in this time?
We talk atm only about the acutal balance!
the winner write the history.
What do you guess will your school books write about the 2.WW, if germany won the war?
then the allies would be the demon.
Sense? We are talking here about ingame coh2.
invisible 2 posts.
It was always near 80/20 axis/allies (at some happy hours it shifts to 50/50), even before WBP. I always wondered too why everybody says 'allies op' and still play axis. In 4v4 if you're not dominating from the very first engagement it's almost unreal to win vs decent axis team. So playing axis far from 'lil bit harder'.
Who says allies are op in 4vs4 oO ???
can someone finally explain me why eindhoven and ecliptic fields are gonw while düsseldorf and gelsenkirchen are still in?
Whats wrong with düsseldorf? Best map for OKW (Stumtiger or Commandopanther)
Also funny to play with cons ppsh and shocks
Tbh: Moskau north side, Pripyat is more cancer than this
Thread:
The 10% 28 Jun 2017, 08:50 AM
Just a quick shoutout to the casual allied gamers in 4v4.
Thanks for being part of the 10% player base in 4v4 game searches.
As there a so few allied players we always find ourselves up against much higher ranked opponents and its generally terrible lately.
I don't know how but perhaps the balance team can spare a thought and throw us casual allied players a bone next patch.
Yours truly (with a bag of pool salt)
Clerv
Yeah the 90% axis search in 3vs3, 4vs4 axis is OP
Atm i find that 4vs4 is even better for allies then 3vs3.
Tip: Stop playing 3v3/4v4 random.
Team up as allies with your friends ("arranged team"), or switch to 2v2 random
He never said, that he plays random!
It's just a bandwagon effect, nothing new in this game. Now that the OKW is not the most trash team in the game for larger modes people are back on their wagon.
When the British came out right until Churchill's were changed from unkillable gods to actual tanks, it was completely the opposite; 10% searching 4v4 as Axis.
When the cancer commander came out it was the same.
It never changes.
Yup. It was always so. One side was big favour. So let's hope in the future this will be not anymore
This Vet 3 UC
In my case, I like playing 2v2 german because I find the games more challenging.
Ehm nope!
Seems easier to play allies. Try double werh! and feel the cheese of allies.
Ah yeah then yes