So 2xMGs+Gren vs M3 Flamer is OP in your mind?
Do the math. At cost, that is working entirely as intended.
I think his point was that either 2xMG, or 1xMG 1xGren effectively stops a single clown car flamer from killing more stuff than they themselves are worth. Flamers and scout cars are far less useful the longer the game goes on so an investment in them that doesn't pay off early on is a bad one. |
In fact, as someone who played vCoH extensively I think that the MG42 is much less viable in CoH2, exactly due to the number of hard counters for it. In vCoH the US faction had no counter for the MG on T1, other than flank it. In CoH2 the German player pretty much has to build at least one Grenadier, otherwise gets owned by a single M3.
As someone who played vCoH extensively, this statement is so ridiculous it makes me seriously question what on earth you were doing in vCoH if you felt this way. Rifles were gods walking the earth compared to conscripts (and compared to volks vs conscripts compared to grenadiers), and the vCoH MGs were worse in every single way than the current CoH2 ones (smaller arc, smaller squad size, took more damage, less suppression). |
I agree pretty much 100% with the op. You're kinda remembering stickies wrong though, they had much the same failure rate as the new one in CoH2...it just applied to less vehicles iirc, pretty much just panthers and stuff heavier than them.
Things I'd like to see (outside of pure balance changes, of which there would be ton more of):
Removal of many crit effects. Instant building collapse and instant death on flame should both be gotten rid of, damage against buildings for weapons increased significantly and flame damage balanced so the kill rate was in the same range as without the instant deaths.
Improved unit cohesion. It's ridiculous as the soviets, some guy is always lagging behind and then gets suppressed by an MG42. One member of the squad getting fired on shouldn't do shit suppression wise, but if that can't be coded then stragglers should just move at lightning speeds to join up with the squad. Oh and for gods sake make weapon teams fire even if only the two guys pushing the damn thing are actually there. It seems like atgun crews for soviets just love humping behind some corner and the gunner and loader just can't focus enough on the job to actually fire during this.
Improve vehicle pathfinding. DO NOT TRY TO TURN EVERY TIME I GIVE AN ORDER BEHIND YOU. Actually, never turn when I give an order behind you. Make the default pathfinding for the rear 180 move orders for vehicles to be the current reverse button, and make the reverse button a "turn and move" button. This will save roughly a million clicks per day on the automatcher. Also stop pathfinding on ice as if it was road, ice should be avoided like infantry avoids deep snow: only go on it when it is a lot shorter than other routes.
Make units actually respond to retreat orders, much faster. Sometimes units are stuck for several seconds digging their asses before they'll actually start moving.
Stop making blizzards chain, there should be a far longer enforced clear period between them. And make freezing units capping a point go to the freaking flame inside that point by themselves if they were given an order to just cap (ie they were ordered to the flag) rather than ordered to go to some specific spot. |
Does not really make any difference in actually competitive games.
Probably ruins the day of some compstompers and people who like to play annihilation with silly massed armies. |
@Cruzz, a flanking T-34 can now chew up a P-IV, which is basically the level of buff they needed. They can also mince an Ostwind head on, which is probably a good change. They're also even cheaper in terms of fuel.
Well, in the stream yesterday it atleast looked like the first t34 was getting a rear armor hit on every single shot, and it still lost. The second also came from the rear (well, more to the side, so probably wasn't hitting rear...), and lost. With the current acceleration and speeds of various tanks, the only thing I think you could claim to often be able to rear damage is a StuG (which nobody will still build), Brummbär (ditto), Tiger (has more armor in the rear than a PIV in the front, good luck with that. And nobody builds them) and Elephant (also never seen in 1vs1, but often enough in team games. Same as Tiger). Panther and PIV, no go, yet they're the ones you'd actually need to counter.
I think the T34 change is a step in the right direction, but I don't think it's a big enough change for it to be a realistic replacement for the su85 in a match that hasn't been dominated by soviets early on. The penetration numbers needed to be at PIV levels even if shot damage and armor was still below the piv. I guess they want to try emphasize flanking by still giving it a bad penetration value, but the thing is, you often have to fight from the front and when you do the SU85 is still the only thing that can perform.
Also for gods sake just make the atguns 240mp already if you're not planning on buffing their performance. Then they just maybe might one day kill something worth more than they are. |
Buff the T34 = Good
Leave RAM in and barely touch the SU-85 = Really bad.
Seriously? SU-85 needs a bigger nerf. T34 damage output buff is good, but IS2 and Tiger and Panthers need their damage output increased as well. T34, P4, IS2, Tigers and Panthers having the same damage output is ridiculous.
I'm sure you'd find the game much more enjoyable as axis if you won the second you got a vehicle out, which apparently is what counts as balance in these SU85 circlejerks.
Even after this change the T34 is still far too weak as an antitank solution so every soviet not aiming for a rush win is still forced to rely on the SU85. |
Can someone explain the significance of the penetration changes?
AT gren only has a 37% chance to give engine damage on panther and 63% on PIV. Goodbye, AT gren research, you probably won't be missed. Saves fuel for more SU85s.
I guess the faust got a lot higher penetration despite being free because soviets still have button...yet this change just pushes everyone even more towards the guard commanders. Oh well. |
Uh.... another ridiculous proposal... soviets never make m5 halftrack even thou its great, neglecting its AI and reinforce capabilities and then when german players use this ability then theres problem (had few ppl rly get angry when I use hf)
This worked all the way from vCoH to CoH2 atm , and no1 has complained but ppl who cant take on it few games, its entirely your fault and not the balance or the system
Soviets never make it because 1. it's shrek food 2. it's in t3 which you can't realistically go unless you've dominated earlygame so badly you know the opponent won't be able to make more than 1 piv for every 2 t34s you have. If you go t3 you're trying to rush your opponent which means T70s or just maybe a t34 if you find some use for the ram.
Think american players wouldn't have whined in coh1 if piv came from t3 and the atgun came from wsc and was plain shit to boot? Because that's the situation you have now
Note: I still don't support this idea, but there are completely different reasons for why soviets can't make use of it nearly as easily as axis. |
I specifically said it roasts paks,mgs,mortars which cannot "retreat". They very often get roasted before they can pack up or be pulled away.
And I didn't mean retreat as in "immediately hit retreat button when the thing drops" but rather as "if you move out of the flame area before the duration is up it doesn't do enough damage to kill anything (again not counting the crits, which will probably happen to one or two men if you had several squads in the area)".
Incendiary artillery does have one hilarious feature for team games. Because of the large uniform damage area and extremely fast drop, if you coordinate 2 (or more) players to fire it at once into the exact same spot it'll actually tend to fry most infantry in the area.
And also, you agree that the incendiary does force a retreat of even regular infantry often, thus confirming my point that it is indeed a good area denial tool.
Most similarly priced abilities would have far harsher consequences if you stayed in the area after the warning lights, which is why I consider it a bad offmap. It's low risk as in it'll usually do something, but it is also low reward because it will tend not to do much. Actually I can't think of a worse one for 1vs1 except for the propaganda artillery (ironically from the same commander). It's slightly better for team games, but balance for those is even more out of whack than 1vs1 anyway.
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I am quite aware of the mortar ht ability. The incindiary fries paks/mgs/mortars to a crisp. It is also a great area denial tool. Also don't get me wrong I'm not saying nerf the KV-8 to shit.. I'm just saying it is too good for its cost, and either its dps flame output needs to be slightly lowered, or its cost should be increased.
The incendiary artillery I know in this game doesn't kill any infantry that wasn't atleast half-dead to begin with if you retreat after it drops, not counting the occasional flame crits (which I personally hate along with all the other stupidly powerful crits like building collapse and so on, too random to ever balance). And I don't want you to get the idea that I think the KV8 is fine in its current form, I don't, but I also think that nerfing it right now to bring it more in line with other units without revisiting commander trees or general balance would just remove the small incentive to ever pick one of the trees it is in.
Yes I agree the IS-2 is shit vs tanks, but it murders infantry. That being said I dont think a slight buff to its AT capabilities would be out of the question.
To be honest I'd say a single T70 will kill more infantry on average than the IS2, the IS2 likes miss too much even if it tends to gib or kill 3/4 men out of a squad when it does hit, plus it fires slow and the turret rotation is even more painfully slow. For commander callins, both the ISU152 and KV8 are far better in an anti-infantry role than the IS2 and both are cheaper and atleast in the ISU152's case harder to counter.
Now this is a classic example of a subjective opinion. Maybe you don't see that doctrine as viable, but plenty of pro players do in fact use that doctrine, and therefore it should not have an overpowered unit for its price. end of story.
Perhaps, they do, I don't really follow the scene. I know I very rarely see one and when I do it tends to come at a point where the soviets have already won and the thing just makes it go faster, or at a point where the soviets really should have gotten more su-85s instead of wasting fuel on a purely anti-infantry vehicle and causes them to lose. |