P.S. I might exagerated a bit with vet 3 vs vet 1...
no kidding, all vet 1 offers is the healing ability. there's no difference otherwise|
Posts: 589
Thread: Conscript vs. Gren matchup8 Oct 2013, 22:36 PM
no kidding, all vet 1 offers is the healing ability. there's no difference otherwise| In: COH2 Balance |
Thread: October 8th Changelog8 Oct 2013, 20:33 PM
Updates October 9th, 2013 General • Ladder decay Balance Small Arms Weapon Profiles Focus on better aligning infantry small arms within our health/damage system. This reduces the amount of overkill and better enables us to control how small arms functions within the game. Generally speaking, each weapon will have the same DPS as it did prior to the change. However, the LMG42 did see a reduction to its theoretical DPS output as well as its long range DPS output to compensate for its incremental value over time. LMG42 • Damage from 6.21 to 8 • Accuracy near from 53% to 47% • Accuracy far from 38% to 20% • Rate of fire from 16 to 14 G43 • Damage from 27 to 16 • Accuracy near from 60% to 80% • Accuracy far from 47% to 65% • Maximum cooldown from 1 to 0.25 • Minimum cooldown from 0.5 to 0.125 • Near cooldown modifier from 0% to 25% • Far cooldown modifier from 200% to 150% • Far reload modifier from 150% to 200% Ostruppen Rifle • Damage from 16 to 8 • Accuracy near from 38% to 47% • Accuracy far from 19% to 24% Pioneer SMG • Damage from 2.25 to 2 • Accuracy near from 50% to 56% • Accuracy far form 12.5% to 14% MG42 • Damage from 5 to 4 • Accuracy near from 55% to 68% • Accuracy far from 11% to 14% Coaxial MG • Damage from 1.5 to 2 • Accuracy near from 50% to 37% • Accuracy far from 37% to 28% Hull MG • Damage from 1.9 to 2 • Accuracy near from 50% to 47.5% • Accuracy far from 37% to 35% German Top Gunner • Damage from 1.4 to 2 • Accuracy near from 50% to 35% • Accuracy far from 37% to 26% 222 Coaxial • Damage from 5 to 4 • Accuracy near from 50% to 60% • Accuracy far from 20% to 25% 251 Half-track MG42 • Damage from 1.75 to 2 • Accuracy near from 50% to 43% • Accuracy far from 39% to 34% Soviet Bunker • Damage from 3 to 4 • Near Accuracy from 50% to 38% • Far Accuracy from 12.5 to 10% Soviet Top Gunner • Damage from 3.2 to 4 • Near Accuracy from 60% to 48% • Far Accuracy from 32 to 26% M5 Halftrack • Damage from 9.9 to 8 • Near Accuracy from 50% to 62% • Far Accuracy from 37% to 46% M5 Halftrack QUAD • Damage from 4.8 to 4 • Near Accuracy from 50% to 60% • Far Accuracy from 12.5% to 15% Coaxial Vehicle Hull • Damage from 4.3 to 4 • Near Accuracy from 50 to 53% • Far Accuracy from 37 to 40% Soviet Turret Coaxial • Damage from 3 to 4 • Near Accuracy from 50 to 38% • Far accuracy from 37 to 28% Soviet Coaxial Hull • Damage from 4.3 to 4 • Accuracy near from 50% to 54% • Accuracy far from 37% to 40% Guard Troops LMG • Damage from 4.8 to 4 • Near Accuracy from 50 to 60% • Far Accuracy from 37 to 44% T-70 Coaxial • Damage from 1.6 to 2 • Near Accuracy from 50 to 40% • Far Accuracy from 12.5 to 10% T34/76 Coaxial Hull • Damage from 6.4 to 8 • Near Accuracy from 50 to 40% • Far Accuracy from 37 to 30% T34/76 Coaxial Turret • Damage from 3 to 4 • Near Accuracy from 50 to 38% • Far Accuracy from 37 to 28% Maxim HMG • Damage from 5 to 4 • Near Accuracy from 64% to 80% • Far Accuracy from 32% to 40% Dshk 38 HMG • Damage from 20 to 16 • Near Accuracy from 0.64 to 0.72 • Far Accuracy from 0.16 to 0.18 • Cooldown min from 1.25 to 0.5 • Cooldown max from 2 to 1 • Cooldown duration multiplier far from 1 to 1.7 Units and Abilities The KV-8 has seen its damage profile adjusted such that it no longer front loads the majority of its damage over a 10 second period. This will result in more of a reaction period for players under fire. The overall DPS of the KV-8 was also reduced from 18 to 15 damage per second. Other abilities have had their cost adjusted to better reflect their value in game. Mortar Half-track Incendiary Barrage • Cost from 30 to 45 ammunition KV-8 • Damage from 40 to 27 • Ready aim time from 1.5s to 0.75s • Reload form 5s to 3s ZIS AT Gun • Corrected an error in previous patch; shots fired from barrage ability set back to 6. 222 Armored Scout Car • Corrected an error in previous patch; cost set back to 80 MP and 25 FU. Assault Grenadiers • Assault Grenadier dispatch cost from 200 MP and 50 MU to 320 MP Ostruppen • Ostruppen now capture territory at half their current rate Target Size and Accuracy These changes are meant to work with the AT gun adjustments to reduce the overall variance in weapon damage output vs. lower tier vehicles. AT guns should feel far more reliable as a result. 222 Scout Car • Target size from 20 to 18 StuG III • Target size from 14 to 20 M3A1 Scout Car • Target size from 20 to 18 T-70 • Target size from 14 to 18 AT Guns • Accuracy far from 0.025 to 0.03 • Accuracy near from 0.05 to 0.055 Bug Fixes • T34 can no longer activate ram if its engine is overheated • ZIS and M-42 AT gun now properly received the 50% discount on reinforcement actions In: COH2 Balance |
Thread: Panzer 4 needs an anti infantry buff7 Oct 2013, 15:40 PM
it's the panther that needs a slight AI buff IMO, P4 is fine In: COH2 Balance |
Thread: Watchtower points too passively useful5 Oct 2013, 22:24 PM
I like them as is In: COH2 Balance |
Thread: Removing random flamethrower self-detonation1 Oct 2013, 07:12 AM
sure, but increase the cost to 80 muni In: COH2 Balance |
Thread: Soviet FHQ30 Sep 2013, 17:19 PM
if they fix buildings (IE no oneshotting with rifle grenades or mortars) we will have a major problem on our hands imo. In: COH2 Balance |
Thread: StuG IIIE30 Sep 2013, 17:18 PM
I don't understand why anti-inf tanks in this game needs to be so accurate. Why not just give StuG E bigger splash like the StuH in vCoH? agreed. it should have a giant splash damage area instead of being a sniper. In: COH2 Balance |
Thread: Undocumented changes to MG42?28 Sep 2013, 17:19 PM
so what does this mean in practice? one fewer burst required to supress for the MG42? In: COH2 Balance |
Thread: Osttruppen Merge Ability?28 Sep 2013, 02:20 AM
nah. interesting idea but it just wouldn't be conducive to balance imo. edit: maybe with a manpower increase to 150 In: COH2 Balance |
Thread: Blitzkrieg tactics balance issue27 Sep 2013, 21:51 PM
honestly its not that Blitzkrieg is OP, its other abilities that suck and need improvement. Smoke might do well with an increase to say 25 munis perhaps? I'd also like to see smoke in new doctrines. I wish we could design our own doctrines In: COH2 Balance |
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