T-34 is actually pretty decent for it's cost. Unfortunately is suffers pretty hard against the cancerschrek meta. If that ever gets fixed it, and other allied light and med vehicles may prove viable.
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Thread: t34 76 now useless16 Jan 2016, 08:38 AM
T-34 is actually pretty decent for it's cost. Unfortunately is suffers pretty hard against the cancerschrek meta. If that ever gets fixed it, and other allied light and med vehicles may prove viable. In: COH2 Balance |
Thread: new AEC is overpowered15 Jan 2016, 15:26 PM
But I'm a special snowflake that only plays OKW. My core infantry DESERVE to be a hard counter to all allied armour because I don't know how to micro or build the excellent dedicated AT units my faction has! How can I afford to build mines if ALL my volks need rocket launchers? I don't want any to feel left out Why can't I just spam schreks and counter everything!? AEC is so OP for a 440 MP Light vehicle! In: COH2 Balance |
Thread: 2v2 Double Brits Guide14 Jan 2016, 05:22 AM
I've used an identical early/mid game build since the December update (albeit with Bofors/mortar combo as the AA gun + 1 Dank Hunter IS shuts down Luchs very hard) and it's probably the best Brit opener. Much less risky than double snipers or double Vickers. Since you want to save fuel = no brens/nades til after cromwell, you've got the resources to spam mines and god forbid, use HTL (Hold The Line) once. Though only yesterday did I discover the benefits of Tac Sup and Spec Weps when utilized together. However I can see the individual abilities getting nerfed - Command vehicle free recon is silly, Concentrated fire Ops' ability to delete a OKW building is broken (Spec weps can do it alone - save up 250 munis for when you deploy a croc then use the flares to spot the building) and Artillery Cover is probably the most overperforming ability of the lot. In: COH2 Gameplay |
Thread: Some inconsistencies and Issues13 Jan 2016, 17:27 PM
I do feel a tiny increase in Comet pen or decrease in Panther armour (in the 10-20 range) would be a good thing - allowing the panther to beat the comet 1v1, but not by such a wide margin as we see now. However I think there are other more pressing disparities in CoH right now: Take the resupply planes for example, that there was an excellent article on here not long ago. Calliope HP/damage and werfer damage vs Katyusha and awful Brit arty options. Or Tank Hunter Infantry Section's AT nades - the only ones in the game to do 40 damage instead of 80, making them the ONLY tank snare that fails to disable light vehicles at 100% health Comet/Cromwell smoke and AEC tread break is bugged to shit, requiring multiple commands to actually use OKW getting free flak emplacements in their base that damage vehicles and act as AA. Because they're too good for bunkers like untermensch factions apparently... In: COH2 Balance |
Thread: How To Bring Balance To The Brits13 Jan 2016, 06:21 AM
The combination of AEC side tech then individual unit cost put it in the same place as wher t4 used to be - and for a faction that's going to be pretty MP starved early on it's in a pretty bad spot. Like I said, it feels like more an issue with the panther than the comet. It turns them into RNG bounce machines. I've seen one dive head-on into two deployed 6lb'ers before and bounce 5 shots out of the 6 fired between them. It's like the old KT at times. A very slight reduction would go a long way - down to 290 or 300 (for reference, comet has 290 and 190 pen, compared to the panther's 320, 240 pen). This would make Panthers that tiny less bit RNG vs all AT sources, punishing poor use and over-extension more than it currently does. Presently their risk/reward factor is similar to volks+schreks. Low risk, high reward. In: COH2 Balance |
Thread: Balance Forum - What happened?13 Jan 2016, 02:43 AM
In my industry we call that a PICNIC - problem in chair, not in computer In: COH2 Balance |
Thread: How To Bring Balance To The Brits13 Jan 2016, 02:35 AM
If and when Volks lose their ability to hard counter everything, afforded to them by the panzerschrek, units like the AEC and UC won't suck half as hard as they do right now. Tragically brits themselves only need a few tweaks to become viable, but it's these crucial weaknesses that ruin the faction in 1s and 2s: - Infantry sections underperform for their cost. At 280 MP, they have the worst utility (no snare, have to pay for fuel for separate nades/weapon upgrades - if you can consider PIAT an upgrade!), they also barely trade even with grens at 240 MP. Given that Brit earlygame is limited to expensive, impotent infantry, they have trouble both fighting and capping and tend to get stomped from the off. An increase in IS performance + some way to snare light vehicles is needed in order to allow them to survive the first 10 minutes without completely giving up the map. - 25lb'er base artillery is woeful. It needs a bit of love in the scatter and AoE departments, possibly with a rework in it's flare-call-in mechanic for use in later game stages against people that can actually react to red smoke. - Royal Artillery Regiment Suxton and over-CP'd valentine. Nuff said. - Comet Penetration? Could possibly use a slight increase, though this has more to do with the batshit insane 320 (55 less than IS-2 and KT) bullshitium armour on the panther. Watching a High velocity gun like the Comet's 77mm or Firefly's 17lb'er bounce off a tank they were designed to counter is one of the most infuriating things as brits, if you manage to survive to the late game. Panther could probably do with lower armour (more in the high 200s range) and lower tech cost(for Ost) than an the comet could do a buff tbh. And on the flip side: - Cromwell fuel cost. You're crazy Yunoh - suggesting a NERF for the weakest faction!? Damn straight! The Cromwell performs well above it's 110 fuel price tag - it's on par with the Panzer IV in general capability, the lightning speed and crush potential are a bonus. Being the best true medium tank, this deserves to cost more in the 125 fuel range. Of course stuff like the Land Mattress and a mobile mortar would be nice, but I think the above changes would bring UKF in-line. Especially if Volks and Rocket arty are in for the chopping block anyway. In: COH2 Balance |
Thread: WTF Bofors?12 Jan 2016, 04:18 AM
And you're completely missing my point - you can't comment on balance if you don't have any understanding of 3 of the 5 factions. It's like being asked to judge a baking contest but you only try one of the contestant's cakes. It's not a personal attack - there's people that do it on both sides to the detriment of the community. The sooner people start being more open minded and actually trying to see things from more than their own narrow view, the sooner these counter productive fanboy crusades can end. As for the combination of Brace and Stand fast being active concurrently, it seems to be part of the doctrine design - Royal Engineers sacrifices a lot of utility (besides the free recon plane from the command vehicle, which I think needs changing) for the ability to keep emplacements in the fight longer - indeed a lot of Brit emplacement potency is owed to this doctrine. The Flame barrage is probably the most situational ability in the game, 120 munis easily countered by hopping out of a house. Even a well-micro'd blob (oh the irony) can evade the biblical aim time of the AVRE. As we've seen in this thread, I wouldn't be surprised at all if many of the 'Emplacements OP' posts stem from confusion around the fact that this is a doctrinal ability. Hell, even some top players I've spoken to didn't realise that Brit emplacements receive abilities/bonus stats from being garrisoned or built within range of a forward assembly. Knowledge like that can only be acquired by playing with the faction, as only playing against it means you'll miss a lot of the intricacies of certain combinations/strategies, such as the timing, co-ordination and micro involved. Since most aren't willing to accept their own failings, or explore their opponent's moves further, it leads to them coming to the conclusion that 'this is OP' and 'that is OP'. Give Brits a try, you may even like them! Just don't expect any miracles from IS or base howwies at the moment In: COH2 Balance |
Thread: WTF Bofors?11 Jan 2016, 20:24 PM
because I'm a biased axis fanboy right.... Well given you've been crying 'BOFORS OP' this whole time despite knowing nothing about Brits as a faction -i.e. self repair aka 'Stand fast' is doctrinal from Royal Engineers regiment alone, I'd recommend you keep your mouth shut on any and all balance issues given you're only looking at it from one side. How about you put aside you schrek blobs and 'defend ze fatherland from allies fanbois!' forum warrior attitude for one minute, play some f**king games as allies then come back and tell us how balanced certain units really are. Jesus, I thought Katitof was an intolerable allied zealot at times, but you make him look like a moderate (that said, he's been pretty mild as of late). Gopher. Play UKF. Build Bofors for your self and see how 'invincible' it truly is. /rant As for this whole thread, it's a partly down to a terribly campy, narrow map that favours static play and makes any indirect fire and area denial all that more potent. I hate to sound cliche'd but the rest is L2P issues. This happened because it was placed behind a shotblocker So why are you not throwing incendiary grenades over said shot blocker for free damage? As for double LeIGs - the only way you could have failed to kill it was by switching targets. Constant bombardment from 2 mortars or ISGs will wreck any brit emplacement after enough time, all the brace and stand fast in the world will do is buy it a bit longer, as any sappers attempting to repair will inevitably get rekt along the way. Flame weapons deal 30% bonus damage to structures, so stuff like smoke + volks nades/flame HT work wonders, even killing it through brace. Hell, you can even kill it with a volks blob provided you don't get suppressed on the way in - 3-4 schreks will seriously threaten a bofors and the moment it braces it's not fighting back, all you have to do is wait ~25s then throw an incendiary grenade or two. Like many have said, best option is to force it to brace then hit it hard when the ability expires 30s later. In: COH2 Balance |
Thread: The reasons why UKF base howlitzers suck (stats analysis)11 Jan 2016, 01:59 AM
I would rather see the obvious red smoke on the tommies and sniper artillery removed and their range increase. I'd love to see this happen, but in a way that doesn't cause it to overperform (if you can imagine brit arty doing such a thing!) IMO the best way to implement this is with Hammer/Anvil specialization - teching of either would increase the IS/sinper call-in range (to something similar to flare range) removes the flare smoke and reduces the time-on-target delay. Alongside the appropriate fix to scatter/damage, this would result in the following: T0: No arty T1: 1 x 25lb howitzer (6 shells per barrage) available from Pyrotechnics-upgraded IS and sniper T2: 2 x 25lb howitzer (12 shells per barrage) available as above Hammer/Anvil: 2 x 25lb howitzer (12 shells, Airburst or HE per barrage) available as above with increased ability range and shorter delay between firing and hitting. This would give brits a more reliable equivalent to rocket arty in the late game stages with out it dominating the mid or early game. It would also further incentivize teching to hammer/anvil in smaller game modes, beyond the obvious reason of rushing a Comet or Churchill. Alternatively, improved lategame arty could be available as a side-tech, lest hammer/anvil become OP. In: COH2 Balance |
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