I have to agree with CieZ there, I also find it borderline overpowered. In the hands of a good player I feel it's far too good for the price, but due to the high requirements in micro and skill it's probably almost useless for inexperienced players. That makes the unit pretty hard to balance.
sluzbenik - I wouldn't say the puma is really that different. It's cheaper, so it's not as extreme, but in the end it's also a high risk high reward unit.
Regarding the Panther - It's less risky to get flanked, but it's a far more expensive unit. That means it's at a much bigger risk regarding mines. You basically pay another 30% of the price of a Jackson for that lower risk. That makes it easier to handle, but also less cost-effective.
Profile of MilkaCow
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Steam: 76561198005831154
Birthday: 1989-05-11
Residence: Germany
Nationality: Germany
Timezone: Europe/Berlin
Steam: 76561198005831154
Birthday: 1989-05-11
Residence: Germany
Nationality: Germany
Timezone: Europe/Berlin
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Post History of MilkaCow
Thread: The Jackson and Micro Fairness18 Jul 2014, 15:12 PM
In: COH2 Gameplay |
Thread: Official Sturmpioneer thread18 Jul 2014, 13:32 PM
These unit's are still OP in the opening. They do better damage than Conscripts at any range. If they are going to be the new 0CP Shocktroop there should be a range that they aren't the best at. Please, stop comparing damage if you do not understand it. You cannot compare Soviet and OKW damage numbers. You cannot compare Ostheer and Soviet damage numbers. You always have to take squad sizes into consideration. Now, let's take a look at how it really is: 57.11 57.11 48.22 29.70 21.14 14.90 9.26 4.22 Sturmpio squad 17.17 16.20 12.45 09.90 08.07 06.37 5.03 3.95 Conscript squad That's the DPS of their whole squads. This is something you should not compare. Now let's add some factors that are important for comparison. First, the HP. 6 men mean 160 more HP (so 1.5), but also a bit harder to move into cover and a bit more DPS drop. So let's divide Sturmpio damage by 1.4 to take into consideration they need to deal more damage to have the same effect: 40.79 40.79 34.44 21.22 15.10 10.64 6.61 3.02 Sturmpio squad / 1.4 17.17 16.20 12.45 09.90 08.07 06.37 5.03 3.95 Conscript squad Now factor in the price. More expensive squads always perform better in some way, usually DPS (only some squads have utility). 320/240 = 1.33, so let's scale up Con damage to an equal price. 40.79 40.79 34.44 21.22 15.10 10.64 6.61 3.02 Sturmpio squad / 1.4 22.84 21.54 16.55 13.17 10.73 08.48 6.69 5.25 Conscript squad * 1.33 Now you see that there are some ranges where Cons can fight Sturmpios for cost and win, but those ranges are few. This means that Sturmpios might be a bit overpowered. Not much, as Conscripts have a higher utility value, but probably 5% too strong. Would it be good to straight away nerf Sturmpios because of that? I don't think so, I think that would be rather problematic. A nerf to Sturmpios could result in the Oberkommandos earlygame becoming too weak. It's not a major difference in performance and right now a lot of people still do not know the best engagement ranges. Only go for fights at good/equal engagement ranges. Especially vs the Oberkommando trying to stall / taking bad fights is more punishing, as they profit so much from vetting. Tweak a few other problems (Grens vs Riflemen and such) first and wait for people to become a bit more experienced, then go on to try to work on those. Right now I feel it's a bit of a kneejerk reaction. In: COH2 Balance |
Thread: July 15th patch?17 Jul 2014, 17:54 PM
Congratulations, you prove again that you have no idea what you talk about. Sturmpios are an assault unit, but PGrens aren't? Problem is that PGrens are a stronger version of Sturmpios. Fallschirms an Assault unit? Their weapons are abysmal on the move and they are best on long range. Same for Obers. Yea, you really have no idea and cause nothing but noise which drowns out good posts. In: Lobby |
Thread: War Spoils System: The Quick Fix17 Jul 2014, 11:13 AM
none of this actually increasing the drop rate the whole point is you are suppose to be excited when you get a new drop as you have teh potential to get somthing cool. not another mundane button you have to click at the end of a match. It increases the drop rate in an abstract view. I really dislike the current system, because it allows extremes or outliers. Assume every person gets 1000 random drops and you then measure the amount of different drops you will get a normal distribution. There is some value X, let's say it's 500 different items in this case which most people will have. The numbers right next to it, 499 and 501 are the ones which have the second most amount of people in the group. The further you move away from the 500, the less people will be in the group. So there are a few people who might have 100 or 900 useful items. And there might be someone who has one 1 useful item or one who has only useful items - normal distributions. The further you go away from the average, the less likely, but not impossible. That's why in most computations you do not use random numbers, but pseudorandom numbers. In a slightly more abstract way what they do is the following. There are two groups of actions, A (useful item) or B (duplicate). You have a different chance for each action to happen depending on the size of the group. Let's say we have 600 (equally weighted) items and you already have 100. In a normal system that would mean you have group A with (500/600) and group B with (100/600). Upon choosing a group it then selects a random item out of that group. If it's group A it will remove it from the group and add it to B. A pseudorandom generator will not start with such numbers, but will have a lower chance for the positive result, so instead of 5/6 and 1/6 it will maybe be 5/10 and 5/10. Then when the negative result happens it will increase the probability of the positive one. P(A) = 5/10 and P(B) = 5/10 Turn 1 P(A) = 6/10 and P(B) = 4/10 Turn 2 P(A) = 7/10 and P(B) = 3/10 Turn 3 ... P(A) = 10/10 and P(B) = 0/10 At some point it will make the positive result have a 100% chance, so it must happen. Once this happens the base probabilities start in the beginning again (so assume A happened), then it'S P(A) = 499/1000 and P(B) = 501/1000 Turn 1 ... This basically decreases the chance of constantly having A or B happening and minimizer the outliers. This is personally what I dislike most about the system. The duplicate drops itself are not great, but that it can be really unfair is something I despise. Adding a use for the duplicates might help to a degree, but this flaw will still be in the system. In: Lobby |
Thread: July 15th patch?17 Jul 2014, 10:24 AM
Nice data, Milka! Are the enemyDPS/PGrenDPS values normalized for cost or would I need to factor in the cost myself? No, it's literally just dividing the DPS of a full squad at ranges to give a hint of where the best engagement range is. PZ Grens were pretty rare as it was pre WF - now they're all but extinct. The amount of ignorance in your post is impressive. I despise thee! PGrens were WORSE pre WF. Shortly after WF release (or upon release) they got buffed to receive 25% less incoming accuracy. This change was NOT intended, the changelog lists 15% so it was most likely either a typo or a merge problem. Now this got corrected. They are still stronger (15% less incoming accuracy) than prior to WF. Any other argument (that Riflemen stomp them or such) is even less true, as PGrens complement Grens extremely well against Riflemen. I accept if your opinion is different from mine and you supply some reasoning for it, but any arguments are actually the polar opposite. They got buffed. So please tell me why you'd see them less now? The Whermacht don't have a "rambo" assault unit that ALL the other factions do - the PZGren was the only viable option up till a few patches ago. Rambo assault units? Like what? The only thing coming to my mind is shocks and to a degree Riflemen with BARs and smoke grenades :/ In: Lobby |
Thread: Relic we need to talk about units getting stuck.17 Jul 2014, 09:59 AM
Save replays in which it happens. Write down roughly when / where and which unit (so it's easier to find) and send the replay to Relic. Recreating bugs is hard, but they also do not have the time to completely watch every single replays. http://www.coh2.org/topic/20333/freeze-and-defeat In: COH2 Bugs |
Thread: War Spoils System: The Quick Fix17 Jul 2014, 09:53 AM
While I personally would also prefer such a system, as it allows me to get more free content in a shorter time, I do not think it's feasible. This system was implemented and designed in a way that you'll still have things to unlock in years from now. All these suggestions about a trading system or choosing which reward you get have one side effect - effectively they massively speed up the rate at which you gain new items. That means the "fix" you suggest actually is none. Only if you would decrease the rate at which you get drops (if you have 5 choices it's roughly by factor 3.7 unless I made a major math-fault) the actual timings stay the same. Else it's nothing more than an elaborate way to speed up the drops. A "fix" for the system would be something that improves the system, yet keeps it's behavior similar. Possibilities would be not to show duplicate drops (same completion rate as now), to get a new drop every X games (would require a system that slows down the drop rate relative to the inverse of the completion) or such a system as you proposed with a slowdown constant. I think such a system would still be better. Why? It would be less RNG dependent. There would be less people that are super happy with the system, but also less people that are super disappointed with it. With 5 choices and a lower droprate the completion rate is the same, but the extreme cases (never getting new items // always getting new items) are normalized more. The persons who never get new items now have roughly 5 times the chance, while the people who constantly received new items now do so at a slower rate. In: Lobby |
Thread: Nice job Relic!16 Jul 2014, 15:36 PM
I love that Howitzer. It's a nice mixture of luck and skill. You need to keep the point of impact visible, else you have close to no chance to hit at all and then you need to pray. That Howitzer is the most Soviet thing I ever saw. Big gun, big boom. I really love it. I'm usually not a huge fan of such RNG units that can decide whole battles, but for some reason I just can't get enough of those 203mm of BOOM. Regarding the actual discussion: All of hits shots oneshot a tank, the direct fire is actually the least reliable in my opinion (expensive, low arc and takes ages to fire, so the tank might move slightly). B4 is somewhat a Sturmtiger with better range, but far less accuracy / armor and of course no mobility. In: COH2 Balance |
Thread: I feel betrayed from RELIC (War Spoils and com. rotation)16 Jul 2014, 13:16 PM
So basically what you are saying is: Relic is giving commanders out for free (War Spoils or timed) and you dislike it, because it wasn't always this way and you paid for them. You didn't lose anything. It's not like you can't access something you paid for anymore. It's just not as "exclusive" anymore or whatever. To me that sounds incredibly egoistical. I paid for the commanders, now others get them for free, I also want free stuff! In: Lobby |
Thread: July 15th patch?16 Jul 2014, 13:14 PM
Yes, but you always need to abstract. PGrens receive less damage and are better on the move. LMGs tend to have far less DPS then actually written down since they move around often. It's always just an abstraction and can never replace actual ingame experience, but it can give you nice hints on how to use units. In: Lobby |
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