Button to deploy it permanently, removing the capability to decrew.
It now gains the same HP as a bunker and removes popcap.
Alternative: USF base could had a little less "stupid" design and more space to put units around.
Profile of elchino7
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My controls weren't working
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
Post History of elchino7
Thread: USF med truck needs to be replaced6 Dec 2019, 18:42 PM
In: COH2 Balance |
Thread: Stats from the WCS 20196 Dec 2019, 07:08 AM
snip -Panther becomes useless as it has the same range as medium tanks and other heavy tanks. It becomes an interesting concept been at 40 range with high pen but totally overcosted. -Comet get's shafted again, cause i'm sure it would go down in range as with other 45 range vehicles. -So you plan on nerfing Pershing, KT and Tiger to basic 40 range? -What do you do with 50 range vehicles other than PV? There's M10 and Stug. There's the Su76 at 60 range which would be useless at 50 range IMO. The Puma/Aec becomes way better now that they can hit back vehicles at the same range. Instead of messing up with range, you can do so in a more practical way with size of vehicles and accuracy. Make all advance premium mediums and heavies bigger and you could reduce the accuracy of TDs and/or reduce the size of medium tanks. In the round of 32, 15 of the 16 matches were 3-0 or 3-1. 10 times this. UKF, commander pick and unit usage. You can vouche for smaller balance changes but not this monstrosities some people are suggesting. In: Lobby |
Thread: State of the Soviets5 Dec 2019, 19:47 PM
Offtopic, interesting enough, around a year ago, the KG has been made an ABSOLUTE arbitrary value which no longer is based on a physical object. Ontopic: I feel like this is the point when a reasonable thread goes completely overboard. Maybe calm down and wait for Siphon's numbers before removing Soviets from the game? +1 Remember that there is nerfing focused on what is meta and have been dominating while doing so in a manner that the unit been changed is still usable and there is nerfing so we have another faction to keep company with UKF. In: COH2 Balance |
Thread: Keeping Teamers Separated In Automatch From True Randoms 5 Dec 2019, 02:23 AM
The reality is that it would only increase the waiting time and made match ups even worst because there is an even smaller pool of players to pick up from. There's merit in looking in a way to improve matchmaking so unranked players doesn't mess as much with MM. There's no point in trying to segregate playerpools unless you have 30/50K players available at any given time. In: Lobby |
Thread: State of the Soviets4 Dec 2019, 20:02 PM
Copy paste from other thread. Heavies: -Delay heavy vehicles by 2 CPs -Tiger and IS2 vet 2 extended range removed. Swap 10% reload from vet 3. Vet 3 goes to -23% from -30% (basically similar numbers total). -IS2 armor from 375 to 350 -I'll abstain giving specific numbers but probably small cost increases to all heavies (Tiger, IS2, Pershing, TA) and/or pushing them back a bit further on tech whether one option is better. NOTE: values could go down further but too many drastic changes at same time generally are bad. SU: -Remove the upgrade on 7 man conscript from T3 (did anyone actually tried to get it early at all?) -Option1: nerf the offensive bonus on cover, to 15% -Option2: when at T4, Conscript can upgrade to 7 man. For the mp, vet and cover bonuses, they have to unlock it. -Su85: Reduce the penetration bonus at vet 2 from 30% to 10%. This makes the unit effectively be able to fight equally at vet 0 vs vet 0 PV and at vet 2 vs vet 2 PV if i did the math right. The 10% increment is also enough to push the pen over 100% against PIV (right now there is a really small chance at max range at vet 0). TDs are at a good enough level at vet 0 ATM that i don't think they need to tip the scale so heavily once they vet. In: COH2 Balance |
Thread: Brit 6-pounder AT gun bug4 Dec 2019, 19:48 PM
It used to be that they carry over. It was fixed. Best way to check it is by going into custom game and getting it to vet 2 and recrewing it time and time again. You would notice by rotation speed. In: COH2 Bugs |
Thread: Stats from the WCS 20194 Dec 2019, 19:16 PM
Panther has gone through multiple versions. If we talk about release, it was basically a T3485 with more HP. Then it went to be for years a tank hunter (armor + pen) with 800 HP which gain that 960HP back through vet and been expensive as heck. The current version basically rollback the armor in favour of giving it back the 960HP back limiting it's armor value. This means that it can reliable engage enemy vehicles without relying on a flipcoin on whether a hit would pen or not. Pen has gone up and RoF was buffed. Not sure what you refer to "explosive damage". Su85 were tailored towards been anti medium tanks. The vehicle became "obsolete" once OKW was released. It was easier for OKW to put out heavier armored vehicles compared to OH (PV was strong but almost impossible to afford en masse). This was also paired with Su76 changes, which were enough to counter medium tank and heavier (due to sheer amount of firepower) and just spam barrage with them. Penetration went up and RoF was nerfed instead. They never had issues with PIVs before at 4s RoF and been cheaper. If anything, cost wise, it's way more effective dealing with TDs now than before. Jackson had 480 HP but their cannon had lower pen with BIG 240dmg value. This was barely fine on 1v1, when volume of units is lower, but made the faction basically useless for teamgames outside of early to mid game. If you couldn't end the game before 20 mins, you would basically stop trying. This was the preview patch on which Jackson at 55 range was tested and discarded https://community.companyofheroes.com/discussion/244965/spring-update-balance-preview-changelog In: Lobby |
Thread: Stats from the WCS 20194 Dec 2019, 02:04 AM
You mean hit not penetrate right? That's because size had been handled poorly, in the sense that they tried to correlate real life with numerical values instead of been another parameter to balance vehicles around. In: Lobby |
Thread: Stats from the WCS 20193 Dec 2019, 23:53 PM
snip It's not the range difference with normal medium tanks or 45 range vehicles but the current 960HP basically same rof as M36, Panther. The problem is not TDs countering every medium tank, which is meant to be, is that they are just as effective in dealing with mediums and heavies while keeping on mobility. SU85 and FF are fine, both have clear weaknesses. It's the Jackson which ended up been just a 640HP TD with mobility and turret. Which is a consequence of the unit roster of USF. In: Lobby |
Thread: Stats from the WCS 20193 Dec 2019, 22:48 PM
This is what i would aim to change. Heavies: -Delay heavy vehicles by 2 CPs -Tiger and IS2 vet 2 extended range removed. Swap 10% reload from vet 3. Vet 3 goes to -23% from -30% (basically similar numbers total). The extended range basically doesn't do much for the Tiger dynamic against 60 range TDs and by sheer raw stats it is enough to bully medium and infantry at 45 range. The IS2 on the other part, makes trivial the usage of 50 range TD/TH such as Stug/PV. You could voucher for a trivial buff to munition cost on the vet 1 ability once it hit vet2 as the lost of the range is higher. -IS2 armor from 375 to 350 -I'll abstain giving specific numbers but probably small cost increases to all heavies (Tiger, IS2, Pershing, TA) and/or pushing them back a bit further on tech whether one option is better. SU: -Remove the upgrade on 7 man conscript from T3 (did anyone actually tried to get it early at all?) -Option1: nerf the offensive bonus on cover, to 15% -Option2: when at T4, Conscript can upgrade to 7 man. For the mp, vet and cover bonuses, they have to unlock it. -Su85: Reduce the penetration bonus at vet 2 from 30% to 10%. This makes the unit effectively be able to fight equally at vet 0 vs vet 0 PV and at vet 2 vs vet 2 PV if i did the math right. The 10% increment is also enough to push the pen over 100% against PIV (right now there is a really small chance at max range at vet 0). TDs are at a good enough level at vet 0 ATM that i don't think they need to tip the scale so heavily once they vet. USF: Outside of the Jackson, not sure what else can be really touched down. Slight rollback on Rifle buffs in a middle ground? -Jackson: start by applying same change on vet penetration as the Su85 or completely remove it, as the Jackson already has access to AP shells. Alternative a small rework to give it a real weakness compared to simil allied TDs. 2 Type of shells? OH: -Stug: swap vet 3 with vet 2. -Give TWP 160dmg as it's no longer 15s of disable and it already forces a reload. -Give it some accuracy on vet as other TDs. -PV: give it 30%, either at vet 2 or spread out, as all other TDs. -Light AT: either try to see if you can implement a 221 upgrading through mp + fuel into 222, or see if there is any chance in making current 222 at current cost, have a higher HP value so it acts more effectively as a soft counter to light tanks. (If the issue is AEC, i would make AEC clone to Puma). Will continue later...out of time. In: Lobby |
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