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Post History of gokkel
Thread: ESL + Observer mode confirmed15 Aug 2014, 15:00 PM
About time that observer mode comes! About ESL I have not much to say, always nice if some nice tournaments are there to watch, but such tournaments already existed before, so we will see first what will be different with a "partnership" with ESL. In: Lobby |
Thread: Patch: July 31st15 Aug 2014, 11:06 AM
Katusha remained good? LOL! After the patch on July 31, Germans spamming blob 7 infantry squad and they do not care at Katusha. Relic you even played the game that will make? There is always some luck involved. I still frequently lose full squads to Katyusha in first volley and I don't even blob. In: COH2 Balance |
Thread: Too long to gain Veterancy with some OKW units?14 Aug 2014, 11:38 AM
The problem is that many units don't get a meaningful amount of experience from killing infantry. That is obviously especially a hindrance with expensive units like the Stuka which are primarily designed to fight infantry. This problem does not only exist for OKW, although with more veterancy levels it is more noticeable. If you however engage vehicles with those units (some vehicles can still be damaged by Stuka for example, and while Sturmtiger seems to be mainly about dealing with blobs try using it against tanks, that is the way how I got one to Veterancy 5 once), you will quickly see experience climb a lot faster. The game just rates damaging vehicles a lot higher for experience than attacking infantry. You can kill countless infantry with Brummbär and it will not gain any levels, but damage some vehicles with it and you get a lot more. Even your Volksgrenadier will probably not level very fast until you buy the Panzerschreck and attack some vehicles with it, which will boost the experience a lot. In my opinion the only solution would be to reward units depending on their role. So an expensive vehicle like the Ostwind should get reasonable experience from killing infantry, since this is what you build the Ostwind for and not for destroying light vehicles. A Tiger on the other hand would still get more experience for attacking tanks, as this should be more challenging for a Tiger, even if it is designed to fight both. In: COH2 Balance |
Thread: GamesCom announcement13 Aug 2014, 16:56 PM
Not thrilled about the campaign, I didn't enjoy the Russian campaign personally and I have not much interest in playing a campaign from the American point of view. I am pretty sure that I won't buy it. However, at least they didn't make us buy the new campaign together with WFA, so they could reduce the price of the addon for those who are only interested in the Multiplayer stuff, so cannot really complain here, actually that was a nice move of Relic. In: Lobby |
Thread: Relic @ Gamescon 201413 Aug 2014, 14:40 PM
There you go, "fuck yeah America" campaign confirmed ![]() In: Lobby |
Thread: Relic @ Gamescon 201413 Aug 2014, 13:11 PM
Haha, yes, I totally loved the Soviet campaign in Red Alert 1 just for the scenes with Stalin already ![]() In: Lobby |
Thread: Relic @ Gamescon 201413 Aug 2014, 10:51 AM
What about a German campaign? Breefings with Hitler would be so coowl. After the Russian campaign "debacle" I wouldn't be surprised if we in future only get to see British and "fuck yeah America" campaigns. In: Lobby |
Thread: Grenade balance12 Aug 2014, 12:53 PM
Thanks MilkaCow, I hope that gets the thread into the right direction now. Yes, a slight cost increase for Shocktroop grenades to 35 just to reflect the difference in grenade performance would be fair in my opinion. It will still be lower than Bundle grenades, but it won't be the same price as a weaker grenade for no apparent reason. Also, I thought I wrote that in my first post, but apparently I forgot. Yes, I also wanted to compare the time to throw a grenade, but currently there are so many bugs regarding this that it makes it hard to know what is really intended duration required and what is just a result of a bug, so I left that away. A lot of grenades seem to currently take ages to throw or not throw at all (with no refund). Some units seem more prone to this than others. For example Volksgrenadier grenades seem most of the time reliable, Panzerfüsiliers on the other hand very unreliable. If they fix those bugs, they should also take the throwing time into consideration, as this is a rather important stat. In: COH2 Balance |
Thread: Grenade balance12 Aug 2014, 12:05 PM
@Aerohank: Take a look on http://www.coh2-stats.com/ if you want to see stats of grenades. You can see that Shock Troop grenades have a bigger AoE and do more damage in big parts of its AoE (at far outside they do the same damage, but RG-42 still has a slightly bigger circle). Shocktroop grenades also cost only 30 munition, not 45. Cannot follow your comment about OKW grenades, their AoE is clearly not as good as the 45 munition grenades. Stun grenades cost 20 munition, not 10, and as I said they could make them more expensive in trade for a better effect. Sturmpionier squad grenade is 30 munition even; sadly I cannot find this grenade type in the stats page, but it didn't seem useful in my experience. My arguments about infiltration grewnades, is hardly "grasping at straws", the disadvantages are very real and meaningful, because they mean you cannot just run up with a Volksgrenadier squad, throw all your grenades and kill a whole squad unless your enemy is sleeping and focusing fire on something different so that all models on the Volksgrenadier squad survive. I still agreed that the cost may be too low, but we should not pretend it has no drawbacks already. In: COH2 Balance |
Thread: Grenade balance12 Aug 2014, 11:42 AM
There are several different grenade types which all perform differently, and some cost more and some cost less. There is also a difference in the range they can be thrown at and how long they need to be thrown. I find there could be some small tweaks here and there. I think grenades like Rifle Grenade and Molotovs are pretty unique in their role so they are basically fine in their own right, but some other grenade types work rather similar but still behave different. For example the Stielgranate used by Volksgrenadiers or Panzerfüsiliers costs 30 munition, same as Shock Troop RG-42 grenade, however the Shocktroop grenade does more damage in a bigger AoE. Now you can justify that the more elite squads gets the better grenades, but why do the grenades cost the same then? The Bundle Grenade used by Panzergrenadiers, Obersoldaten or Fallschirmjäger is even stronger than the RG-42, but it also costs more accordingly with 45 munition. Then you have some very different grenade with the Stun grenade used by Ostheer infantry with the Elite doctrine, but also by Sturmpioniere once they reach veterancy 3. This grenade seems completely useless right now; the stun duration is so short that it has practically no impact on any fight while doing nearly no damage as well. The latter is ok to me, after all it is a stun grenade so it should be used to stun and not to kill, but currently the stun is not useful. In my opinion the grenade should stun for significantly longer. If necessary, the cost can be also increased accordingly if it is found to overperform. Just to make things complete, there is also the Infiltration grenade which some people find too strong apparently because of the cheap cost of 10 munition. While it has already quite some drawbacks (very long animation time, reduced effectiveness with every model already dead in your squad, long cooldown which only recharges out of combat and might have also a bug where it resets the cooldown back to 120 seconds when it was already partially recharged), I can also understand that people think it may be a bit too cheap for its effect. I would like if Relic puts an eye on overall grenade balance a bit in the future (especially Stun grenades). In: COH2 Balance |
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