Yes, pretty please. I would like to see:
Frontarmor-hit
1) Guaranteed stun (duration highly debatably)
---either a full stun (like target weak point)
---or a temporary immobilisation (tank can fire and rotate turret)
Reararmor-hit
1) Guaranteed engine damage
2) Optional stun
Vehicles and light tanks can be excluded from this rule and always receive engine damage.
Remove heavy engine damage or allow it only on units below 25% health.
Other status effects are only extra RNG fluff to me and not necessary.
How will these changes actually work out in the game?
-there is no randomisation (apart from will it hit the front-half or back-half), heavy tanks don't have to rely on their luck
-stun (from the front) is more powerful than only an engine damage if AT guns (or other AT units) are in range --> just like target weak point
-stun (from the front) is useless if there are no supporting units nearby --> tanks don't have to be constantly backing up from one single infantry unit = faster game pace
-engine damage is almost guaranteed if 2 infantry units work together, stronger emphasis on combined arms
-showing your front armor to infantry to an extend more important
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"Axis can STALL2WIN to get to that late game, there is really no hope for USF competitively short of getting the best side of the best USF maps and being an order of magnitude better than your opponent." - SageOfTheSix, after losing to Jesulin's Ostheer on Semoskiy Winter
"Axis can STALL2WIN to get to that late game, there is really no hope for USF competitively short of getting the best side of the best USF maps and being an order of magnitude better than your opponent." - SageOfTheSix, after losing to Jesulin's Ostheer on Semoskiy Winter
Post History of Ginnungagap
Thread: Suggestion for AT-Grenades and Panzerfaust "with Poll"12 Mar 2014, 15:59 PM
In: COH2 Balance |
Thread: AT artillery ZIS/PAK >>> Tank's11 Mar 2014, 16:29 PM
NO! It is not fine! We want equal rights for Tank shot! Down with AT, burn them! Freedom for GIANT TANK! Sorry. In: COH2 Balance |
Thread: Ultimate guide to further improving coh211 Mar 2014, 16:08 PM
I'll bite. Ost 5 man grenadier team upgrade If the main problem is one-shotting squads by mines, IS2 and similar, better look at these units first. Your proposed change will introduce a whole new string of HUGE balancing alterations. Treat the disease, not the symptoms. On the other hand, it would be nice to have a fuel intensive infantry upgrade. What: Soviet Globals at or molatov The idea to seriously chose between AI / AT / tech is something i would welcome. I will agree that the fuel price for molotovs is not a severe hindrance for tech, because you will most likely gain territory (and fuel) in return. That does not mean i want to see a nerf to said weapons, make them stronger or remove MP cost if you have to, i just like a harder (tech-) choice and more risk involved. I believe Stephenn (and others) suggested PPSh as a fuel intensive upgrade - like BARs - which could also work out and add more depth. Currently Conspam with PPSh into quick tanks seems to be the best choice altogether, especially with the new commander. 1 shot squad wipes This was mentioned many times before, and i think most of us will agree. Health based damage for inf To put it simply: If infantry had more health instead of armour (either through veterancy or base value) there is less RNG. The German sniper with his low health and high armor is the best example: Sometimes he dies seemingly in an instant, and sometimes he runs past multiple squads unscathed. Oh, and there are no one-shot critical hits in infantry combat (besides flame weapons / PTRS / Schreck). Auto locking and auto engine damage faust and at nade Agreed more or less. It is not the "scare factor" or slowing down of a faust/at nade (after all, paks need a somewhat reliable snare to be effective against swarming vehicles/tanks) that worries me, but the absolutely random nature of it. Vehicle targeting/ AT gun targeting : Yes, give us a toggle between fire at will / fire only at tanks / hold fire for AT guns and tank destroyers. Depth to vehicle combat: Things like no side/ rear armour means that there is currently no reason to take the risk of flanking and fighting head on is usually the safest option , this is obviously not good for strategy. Apparently there are different penetrations at different ranges already in the game. It's just nobody considers it important enough in a game with such arcade-like distances. Rear armour is also there, and (except in the case of the Tiger) considerable weaker than the front. Side armour most likely won't be implemented at that point. Crits at low health (or near death crits) as described exist, i don't understand your point. How tank fire effects at guns – at guns should not be as easily countered as they are right now by tanks – this is especially true of heavies such as IS2 , Tiger , ISU152 ect 1 at gun alone should never be anything more than a deterrent but 2-3 should be able to be a viable counter – at this moment heavies destruct at guns with no issue making at guns completely usless more so the ost as they have much less crew and are liable to being 1 shotted. AT guns perform fine against every tank except IS2 and ISU152. But that's their special trait - good against emplacements. But even so, an IS2 dies very fast once stunned by a vet1 PAK. Keep in mind that the openness of a map dictates how good or bad AT guns are perceived. Molatov: Too destructive and rewards bad play – things that shouldn’t work have big effect for example charging a MG , throwing molatov and retreating. Don't allow suppressed units to use special abilities / throw molotovs. Or at least cancel the action once the unit gets pinned. (last time i checked conscripts will continue the throwing animation even when pinned) The way Molotov does damage should be re worked – should be something like incendiary nade from COH PE faction – more damage over time to deny cover/buildings less of a purely offensive weapon which enables cons to win majority of fire fights regardless of any tactical situation. Agreed, the less RNG the better. Flame Weapons – should do damage over time with higher chance of death than standard rifles but should be toned down from how it works – for a extreme example of flames damage done wrong is KV8 ridiculously squad killer The KV8 is in my opinion allowed to have better dps than the FHT, because it can not tangle with anything that looks remotely like a tank. For the flame crit chance, it's the same RNG issue as with every other flame weapon. It's more noticable on low number squads, than high number squads. Capping: add depth by slowing down area cap – means u can cap in cover with no risk but its 50% of what it is now and if you want it to speed up you have to click on the point with your units, this allows faster capping but with risk of ambush – tanks should only be able to area cap. Means If you win an engagement and don’t want to risk ambush you may not have time to cap territories to exploit your win if you don’t solidify your defence. Personally i prefer the capping in CoH2 and don't want to go back. I can imagine it ends up in a stupid micro-dance around the capping point. "Risking an ambush" means you just have to react and click very fast once you see an enemy. It's just a micro tax, no thank you. Resources: This is only a idea I could have big implications but to remove the fuel and muni from non fuel or muni points al la v coh. Do such vague could-have-maybe things belong into an ultimate guide?. Maps are all balanced around the new ressource system. DLC: as many have said the new approach to the dlc ( cheaper but weaker options which add diversity ) such as the new commander is excellent and is in line with what should be done – this give each commander different options without game breaking moments like some of the “skill planes” had done so before. I could argue the new soviet commander brought the opposite of diversity into the 1v1 meta. Overall Balance: I honestly think that overall balance is not bad at all just that there is lack of opportunity due to the things listed above preventing players form being able to counter some units – ill use su 85 for example , I still think it either has too much damage, speed and armour (as a package) due to the fact that flanking does not reap a large enough reward due to side/rear armour issue and fairly fast reverse speed. Overall balance is good. I thought we were done with the su 85 nerfs a while ago. Veterancy: PGrens get a great armour buff with vet2 and damage buff with vet3. Vet 3 conscripts perform similar as vet3 grens. I feel both units usefulness fades in the late game . That's because tanks and explosions don't give a shit about armour and anti-infantry damage. I'm curious too how a health boost at vet3 instead of armour would effect the late game. Visual effects / destruction effects: I remember multiple threads about that specific topic and will say its subject to personal preference... Controls/ pathing: Sure. Unit responsiveness is hugely improved, but: Vehicle pathing is somewhat problematic, but i don't see how to fix it from a technical standpoint. Decreasing the colliding box or removing small gaps and clutter from maps is the only thing i can think of. Units on retreat tend to hang up on objects, wait several seconds for other members to catch up, or run back to jump into cover. That should be looked at. You are mixing unit balancing with fundamental game changes, opinions and visual asthetics together. It sounds vague, opinionated ("revert everything back to old-established vCoH") and not fully familiar with the intricacies to me. I'm surpirsed the T34 ram lottery is not mentioned directly. Or crashing airplanes killing everything and penal battalions still underperforming. In: COH2 Gameplay |
Thread: How to counter Penal start?1 Mar 2014, 15:54 PM
I wish i was playing the same game, where penals can outperform grens. Once grens get upgrades, they are much more cost effective than penals. Also: rifle nades. Or Pgrens. And if the soviet player doesn't go with guards, he has absolutely nothing against vehicles. Penals are only good if they catch your opponent unaware with satchels. Penals need some love, not the other way around. |
Thread: Bizzare graphical glitching (nVidia 580)28 Feb 2014, 14:12 PM
I can report the same graphical issue with the 334.89 driver on a GTX690. In: COH2 Bugs |
Thread: T4 and the Panther28 Feb 2014, 09:39 AM
First things first. 1v1 and 4v4 are entirely different games. The entire balance foundation goes out the window on larger games. The soviet tech tree is meant to force tough decisions between T1-2 and T3-4 with huge drawbacks. Gone completely in 2v2+. Specialized units can't be easily massed to achieve critical numbers, because they leave massive gaps if another player is not covering them up. The timing of units and disposability of abilities is completely off the beaten track due to the abundance of caches. Maneuvering is limited because there are too many units and not enough room. Unit composition is constrained, powerful yet expensive units with late game worth dominate. And so forth. If 1v1 was a classical, intricate ballet, then 4v4 is a loud techno party in a crowded club. That's what my comment was aimed at. If you ask me if i would consider balance opinions of "large game players", then my answer is principally yes. Every argument should speak for itself, no matter where it came from. (After all, what would Nullist say about all the ad hominems) Well, in theory. Practically i haven't came across many arguments over the years that i consider insightful from solely large game players. Giving panthers 60 range or just taking a look at the (especially steam-) forums only reaffirms my impression. Given the circumstances of the game mode, i'm not that surprised. We can agree to disagree on that, that's fine.
Please, there is no need for that. I've played my fair share of vire river valley and route n13, just like most the players that start with CoH and want a more fun, relaxed experience. Having the majority doesn't elevate balance suggestions beyond their base value. In: COH2 Balance |
Thread: Finally some balance, what to do now?24 Feb 2014, 11:21 AM
I would say we are ready for some brand new broken DLC commanders. More serious suggestions: -re-enable goddamn mod support (i want my historical accurate skins back and be able to zoom the camera further out) -lessen RNG impact (mines, faust, at nade, ram, support weapons getting chain-decrewed on retreat etc.) -improve vehicle pathfinding (if possible at all) -iron out wonky game mechanics (for instance units have no LOS if standing close IN FRONT of bushes, infantry take a stop on retreat and run back into cover - annoying things like that.) In short: make the game more pleasant to play, more consistent, more skillful. And yes, new commanders with unique units that are balanced is alright with me. In: COH2 Gameplay |
Thread: T4 and the Panther24 Feb 2014, 08:59 AM
Giving one of the most mobile tanks the second biggest range, while easier access to it? No, i see aaaaabsolutely no problem with this. To be very clear, a fast tank with a turret does not simply get "caught in a bad position", especially when it has no reason to get any closer than the range of an at gun / su85. While i agree on your first observation about the viability in 1v1, this solution is something i dont. P.S. large games / 4v4s go just apeshit, i would't even bother to balance that mess. In: COH2 Balance |
Thread: Elefant Tank Destroyer Schematics19 Feb 2014, 16:51 PM
Sheeesh put some clothes on that poor thing, you can see everything... In: COH2 Gameplay |
Thread: Commanders - Squaring the Circle18 Feb 2014, 20:06 PM
So... if you can't or won't balance a commander properly, you sell it to the 4v4 plebs? Imagine there is a new Ostheer commander coming out next day, with Fallschirmjäger, Hetzer, Jagdpanther, Tiger II and one other unit you always wanted to have in the game. The holy grail of commanders. It is overpowered as ever (at least for a good couple of months) and only available in 4v4. What a mess. Obviously 4v4 players that didn't buy it will complain, and every other person that prefers other gamemodes is enviously disappointed, me included. On the other spectrum, why would you let a 1v1 commander not be available to other gamemodes? Is it too e-sports and not spammy enough for their needs? My point is, make balanced commanders or don't. If the tiger ace or soviet industry was released with even an iota of balance understanding from the beginning (like it is after the new patch, hopefully), everyone profits. In: Lobby |
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