This is a tough issue, though I do support the rifle nade suppression idea I think there should be some exceptions to this rule like: G43s are able to shoot rifle nades while suppressed because they simply stick the grenade onto the top of the rifle and shoot it, therefore they don't need to crouch. Maybe when suppressed they are only able to fire at a very short distance, rather than a long one.
Nice idea: Reducing range while suppressed. |
Hello Folks;
Overall,(except conscripts) in term of power i think the factions are rather balanced.
The feeling of Germans superiority come from the fact that that the Germans are about 10% to 20% easier to play then the Soviets. The Soviets must use all theirs tools to win, but the Germans don't have to.
Conscripts AT-grenades improvements:
While the AT-grenade's range nerf is ok in itself, it made the conscripts completely useless versus heavier German's tanks when they were only minimally effective against it before. Just add a minimum effect to the AT-nades, that coupled with reducing the anti-infantry capability of the heavier tanks in the next patch should provide us with the balance needed.
Example : a minimum of 10% to speed or turret rotation or fire rate. It's just a small reward for such uneven fight.
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For me this is the best patch to date. My friends and i started to have fun again playing the game.
Keep working in that direction.
TY Devs.
P.S Some cmdrs are way more useful then others so we always use them. So work is still needed there. |
Personally i think the way the Cmdrs are implanted, the way the resources work and the randomness are the parts that need the most attention.
Cmdrs : Use the same screen as Vcoh but add the cmdrs slotting from coh2 :
It give you 3 little tech trees of 2 columns of 3 options (same as vcoh) and you have also the option of choosing which Cmdrs to slot in each the 3 tech trees. (the best of both world)
Resources point : Remove all fuel and all munitions bonus from non dedicated point, but add more fuel or munitions if the point is upgraded. (so upgraded points become more strategic)
Randomness : A bit more predictability in all actions would make the game more interesting. |
Mines and ram success are the biggest culprits in my opinion.
Mines are just aggravating. The AOE effect obviously does more damage to clumped units but there's no way to control squad formation so you can't avoid it as far as I know. Maybe someone will find a way to shift right click moves when walking through narrow spaces to avoid clumping (I may today a bit). The AOE is basically messed up from what I read somewhere, it should not do as much damage to more distant members of a squad as what it's doing. Compared to vCOH, the effect is much less predictable. In vCOH a full-health squad might lose some members and a significant amount of health, but would never just get wiped.
Ram is a game-breaking failure of design given the RNG probabilities Relic have built in to it. Disabling a piece of expensive late-game armor is too big of a strategic event to be left to an RNG roll given the number of times it will occur in game. The Tiger Ace simply brought this problem to the forefront where everyone could clearly see that many games in COH2 are won or lost on dice rolls. As Inverse said in another thread, it's not the RNG, it's the scale of the event the RNG is affecting. Many small RNG events contribute to the game's complexity and actually do raise the skillcap, but huge events with major consequences that will not re-occur often enough for the RNG to affect both players equally are completely detrimental.
For those who don't know statistics a brief explanation - with enough occurrences of an event determined by probability in game you approach the programmed probability. But given one or two events in game, you will not hit it, just as flipping a coin only 6x will not always result in 50% heads/tails. You need a really large number of events for the actual game to reflect the programmed probabilities of the event occurring.
You can get the probability on your side though - you need about 3 well-microed T34s to have above a 75% chance of disabling a Tiger (if I remember someone's math from beta forums correctly). That's why the best counter isn't AT guns or SU-85s, but ramming. But that's still, in my opinion, an unacceptable level of RNG for such a major game event.
Exactly.
This is one of the major flaw in COH2. (It need to be tone down a lot) |
Ah! COHO The greatest of all !, Boy i miss it. Me and my friends were playing team 4vs4 for 6 hours a day and nearly all week long. We played it till they put the beast to rest. That game would still make a great hit. Just sell it for 50$ with a shop for cosmetic stuff and voila success ! It's lobby was the best. It's free to play model was a bit too in advance for it's time. COHO was fun to play and that what matter.
Coh2 is not as fun as vcoh and is far less than COHO ever was.
The lost importance of strategics point, the too often tank blobbing in team game and too much emphasis on random are making coh2 a less interesting game. (But if they change it, there is still hope).
I still play 5 coh2 a week minimum... Plz not more DLC cmdr (reengineer the whole cmrd thing) |
To add to that, it would be absolutely counter intuitive to following things:
-medkits
-forward bases
-forward med bunker
-medical supply drop
Absolutely not, it is only a new option that is not more useful than the one mentioned above. |
I think if you gave the option to heal troops with each halftrack that would make camping on cutoffs much easier to carry out since your troops are constantly being healed on the front lines, this imo would make things too OP. I would recommend that relic add a new vehicle such as the hospital car to support this, however it would have to be 2 CPs and cost munitions/mp to bring out, as well as have a lock down requirement to be enabled/disabled with armor similiar to that of the opel blitz truck(basically an opel blitz truck transformed into a hospital car is what I'm going for here).
I support that idea ! And the lock down could be add to my own suggestion |
Hello;
German FHT = no reinforcements = Great and logical as fuel replace troops.
Soviet M5 Quad = no reinforcements = Great and logical as ammo replace troops.
However, to mitigate this major nerf, i suggest :
A new German HT upgrade :
I would give the un-upgraded German HT the option to be upgraded with medical supplies, so it could heal troops as much as a healing bunker for the same upgrade price. The ability to reinforce would still be there.
A new Soviet M5 upgrade:
I would give the un-upgraded Soviet M5 the option to be upgraded with medical supplies, so it could heal troops as much as the base hospital for the same upgrade price. The ability to reinforce would still be there.
Thank you, and what do you think ? |
Where are you ? US ? UK ? I play mostly 4vs4 and since i did a router's firmware upgrade i don't have this much input lag. Don't use the router's auto-upgrade, go rather to the vendor's support page. I sincerely hope that help you. |