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Thread: Something should be done about the dual atgun meta30 Jun 2021, 22:23 PM
I think the issue is the at guns are to mobile, they can easily reposition with the rest of the army. So I propose increasing there "pick up" time, that way if a flank is in the process of happening the user doesn't just pick up and go. In: COH2 Gameplay |
Thread: A question about Mainline Infantry Vet26 Jun 2021, 12:54 PM
I was think of making the target size .8 at Vet3 when they would be going up against tanks/elite AI troops. I believe the different Guards have better than .8 target size but at work so not much time to check. I agree with you on your last point, having a lot of units to similar is boring. What do you think about at Vet3 having a small decrease in reinforce cost to say 23mp? In: COH2 Gameplay |
Thread: A question about Mainline Infantry Vet26 Jun 2021, 01:19 AM
Thank you, that is exactly what I was looking for. I was thinking more along the lines of the start of the fight and just remove it from the ability. Even with the ability and maximum lost squad which is 3 I believe the Target size would be .77/.775 depending on how it is calculated. Starting off with a Target size of .8 would allow maximum damage for a bit longer to help against stronger units. Once down to the 3rd man it would be worse but you would most likely be retreating at that point anyways. Any thought on that? In: COH2 Gameplay |
Thread: A question about Mainline Infantry Vet26 Jun 2021, 01:01 AM
I get what your saying and thanks for posting the graphs. To counter, PG are considered Elite right not mainline and Grenadier have a Vet3 target size of .91 and a squad size of 4 so they can't trade as long as the others so it would make sense. Also why do PF get an extra man with the upgrade wouldn't that contribute to their great scaling vs VG. For the Cons, I would expect them to get walked over due to cost of Obers and PG and the fact that they aren't supposed to be used as damage dealers. I feel like Penal scaling would easily be addressed with a buff to Rec Acc like 5% or a reduction in reinforce. Edit: Part of my issue or confusion is using the Penal as intended can cause massive late game bleed. The Vet1 ability encourages you to stay fighting as long as possible. The other thing, do you know what the bonuses are and how much they increase per model drop? In: COH2 Gameplay |
Thread: A question about Mainline Infantry Vet26 Jun 2021, 00:49 AM
I didn't miss that, that is the entire point of my conscript post. Conscript start off at a target size of 1.09, at Vet 3 after all the Rec Acc bonus the Target size drops to .71. That is amazing, my issue is along with Target size reduction, conscripts squads get a 7th man, decrease in reinforce to 18mp per model and increase in Vet gain. On top of that replacing, a Conscript squad late game is only 240mp which means losing one is not costly aside from having to vet again. Compared to Penal Squad, which starts with a Target size of 1 and ends up with a Target size of .85 at Vet3. The role of the Penal squad is to attack, by design it will lose models so why is the reinforce so high? The conscript is not supposed to force the other unit off but outlast. In the end, what I am saying/asking is why does the conscripts get so many bonus late game compared to the other mainline infantry? Vipper for VG vs PF, VG kar does more damage 12vs10 and has better close delays as in cool down, ready aim time and fire aim. It has worse accuracey across the board and get a smaller bonus with Vet. So with vet the Kar shots will almost always hit against anything with a Target size of 1. That seems extremely strong when mixed in with the G43 upgrade In: COH2 Gameplay |
Thread: A question about Mainline Infantry Vet25 Jun 2021, 22:04 PM
1) Should be in gameplay 1) Do I change it or does can the MODS change it? For Cons, they get a PPSH upgrade and SVT upgrade in different doctrines, PPSH for years if I remember correctly. However I understand that 7th man upgrade comes the latest but that upgrade plus the Rec Acc bonus plus the ability to build green cover/Utility upgrades all seems to be OP especially in a skilled players hands. Pretty much the way things are balanced makes T1 useless past midgame. PF get the same REC ACC bonus as VG along with weapon cooldown, however they get a larger accuracy bonus while also getting increased Flare range and decrease in grenade timer. The flare/g43 upgrade make VG Vet4 useless while Vet5 healing is nice there are plenty of healing options. Pretty much what I am saying is it is not just the weapon profile that make PF so strong late game. In: COH2 Balance |
Thread: A question about Mainline Infantry Vet25 Jun 2021, 21:41 PM
Wasn't sure if I should put this question in Balance or Gameplay. After playing both USF and Soviets and asking a few questions here I noticed that both Conscripts and PanzerFusilier have much bigger gains thru vet than other mainlines. For the more experienced/better players why were they given such large Vet bonuses? To get it out the way I suck at using Conscripts as mainline units, so I usually go T1 Penal build since they push and play like stronger Rifleman. I have incorporated Conscripts as support squads for merge/capture which allows them to Vet up as back up units to the Penal squads while covering for my horrible micro. However, once late game Vet3 hits they are pretty much indestructible even without 7th man. So my question is why were they given such a large Rec Acc bonus at Vet 3 while also getting cheaper reinforcement? Isn't that double dipping? For Fusi, I obviously noticed they would scale past my Penal squad even though my units are "semi" elite units. To deal with them I put my Penal/Conscripts in front and force retreats using MG however if a blob comes I better hope I get some suppression quickly. My question here is why does PF get 40% accuracy buff when most other mainlines get 30%? G43 is a no brainer upgrade which pretty much makes the unit better at what it already is built to be good at. In general looking at the Veterancy list for PF it get massive bonus for abilities and combat ability more like an elite unit then a mainline replacement that it is. In: COH2 Balance |
Thread: Penal versatility24 Jun 2021, 11:28 AM
My crazy idea of the day, change Conscript assault package to 4 SVT replacing the PPSH package. This would allow a damage boost while not being as OP as the 6 SVT package from airborne. This would open up the 4 PPSH upgrade for Penals and to make it an attractive upgrade it could come with a 5% rec accuracy reduction similar to what the Flame Upgrade in Rifle Company for USF. EDIT: Since the crates drop 4, the upgrade can provide 3 SVT. Thanks Vipper for pointing that out. In: COH2 Balance |
Thread: USF Pathfinders need to be balanced24 Jun 2021, 10:31 AM
I agree, while the ability sounds and probably would be great against certain Squad it would be opressive. Losing 1 model for PG, Sturm pioneers, Falls and a few others causes a massive drop in DPS which would immediately swings the favor of battle in favor of Pathfinders. Since they are a long range squad you would have to close to kill them and with BARS they would damage you on the trip and back. I think a simply switching all the weapon profiles to long range with a call in at CP1 would be fair. Putting BARS on would no longer be an automatic upgrade. In: COH2 Balance |
Thread: Penal versatility24 Jun 2021, 10:19 AM
My crazy idea of the day, change Conscript assault package to 4 SVT replacing the PPSH package. This would allow a damage boost while not being as OP as the 6 SVT package from airborne. This would open up the 4 PPSH upgrade for Penals and to make it an attractive upgrade it could come with a 5% rec accuracy reduction similar to what the Flame Upgrade in Rifle Company for USF. In: COH2 Balance |
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