The command PIV change is a fix but it is irrelevant in 2 senses. That it still fulfill it's job of preventing wipes and adding a +1 shell survival to all tanks but in it's current form won't be a top choice, cause it already isn't.
If the unit needs love, it could be improved through MG DPS so it turns into a support AI tank.
As long as the unit buff allied units with dmg modifiers, it will always be hard to balance. You could try reverting some nerfs and make it so it only affects your own tanks and only allied infantry/support weapons.
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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: Wehrmacht September patch discussion15 Aug 2019, 10:11 AM
In: COH2 Balance |
Thread: Does the shield on AT guns actually work or not? 15 Aug 2019, 09:54 AM
If I’m not wrong pupchen has a hole in the middle of the gun and the shield does not protect the user Visuals doesn't matter. Read the linked post. I can't test the interaction between a shell impacting the hitbox of the AT gun and how much dmg it transmit when the tank shells are specially doing over 160 with splash. The difference with the pupchen is that it is more likely to hit in the middle of the squad pass the weapon cause is less likely or at all to hit the gun itself. If you were to try to implement a cover on the pupchen, it wouldn't work cause the weapon itself is really small. Unless you want invisible walls. In: COH2 Gameplay |
Thread: OKW September patch discussion15 Aug 2019, 07:37 AM
A bit confused about volk and tech MP changes. I think it would be better to just time it ingame, but it's even less than that. You immediately build the first Volk and you have 288mp/min. With the 2nd Volk you are at a deficit of -40mp (-20, 2x-10) which translates to 8s. The 3rd/4th Volk at say around 260mp/m, at -20mp is barely less than 5s. While it is indeed small, you get a more fair match up as you are not as overwhelming early on. 1v1 at least, it means that certain fights on which you got to 2v1 (say USF) rifles, it's gonna be even or the other way round and SP is gonna be the defining factor. AS for the rest of the changes, they look interesting or in the right direction at least. Some seems a bit timid although. My vote to AT LEAST TEST Sturmpios with sweeper + shreck. In: COH2 Balance |
Thread: Soviet September patch discussion15 Aug 2019, 07:00 AM
Moderator hat on: you guys get a room for yourselves (PM). There's gonna be a lot of activity in this threads so please, try to up your game a bit and don't comment like you would in any other day in the balance section. What you guys are doing is just polluting the thread and making reading feedback harder. Ontopic: Just in case people don't understand the maxim change. Suppression against single squads is unchanged. What they are trying to accomplish is that a blob charging shoulder to shoulder should be easier to suppress. Single squad or slightly spread blob won't care at all. The main issue with the deathloop is when the model pushing the maxim is continually getting sniped most often due to small arms. When you say you can trigger the deathloop intentionally i assumed you meant you could somehow force your squads to target the correct model every time through some micro trick. Attack move and long range DPS. While i thikn the operator model tends to have a lower priority, an attack move makes the squad engage the first model they see, which in most of the cases is gonna be the guys behind the weapon. The rest is history. Cover for support weapons don't help and neither they work. See the other thread. In: COH2 Balance |
Thread: Does the shield on AT guns actually work or not? 15 Aug 2019, 06:23 AM
Unless there has been a fix which i haven't seen: https://www.coh2.org/topic/66776/at-weapons-for-okw/page/1#post_id646618 TLDR; shells impacting the hitbox of the AT gun will collision with it. The cover it's supposedly should be providing does not apply in 95% of the cases to the OPERATORS of the crew. The guys chilling around benefit from the AT gun cover but due to spread out formation, they are unlikely to benefit from it. Each AT gun behaves in a different way. If you want to be 100% sure about how each support weapon behaves, you can launch a custom game with cheatcommands and turn on damage indicators. Or if you are lazy, throw around grenades. If cover works, you are not killing the operators. In: COH2 Gameplay |
Thread: September Balance Patch preview [SPBP] - general discussion14 Aug 2019, 18:43 PM
If they are going to lock the JPIV as well behind the other tanks i think they could take a little more risk in making Obers arrive way faster, specially without the LMG. Quite a lot of changes to grasp but i do indeed like that there are plenty of QOL + things which were long overdue been touched. In: COH2 Balance |
Thread: Luitenant tier.14 Aug 2019, 15:33 PM
Depending, on teamgame, ambulance can be second unit if you wish but on 1vs1 try to get it after teching. That's still a REALLY bad idea. Teamgame or not. Map presence and fighting > the small dmg lost of not having healing early on. You are gonna lose more HP later on by trying to recover terrain or by fighting outnumbered. In: COH2 Balance |
Thread: 70 ammo for just 1 Panzerschreck still, Why?14 Aug 2019, 11:34 AM
The cold immunity is not hindering the chance of the upgrade receiving a change at all nor it has any weight on the the unit balance. There's no point in removing it. People often mistakenly assume that because a similar unit or weapon has a certain cost attached to it, they should be mirrored in another completely different faction. To top it off, people think that double upgrades are just 2x the cost of a single upgrade. It has always been that cost/opportunity of a more expensive upgrades tends to have a discount on them. Finally, there's the unit which is intended to receive the upgrade and what they gain or lose by having them. Ex: compare PG upgrade. It originally was 120 x 2 when probably the cost intended for a single one was much higher. Look at Storm/Volks originally PS cost. You can see how been a much expensive squad can affect the value of it. I believe what should be tested is making the upgrade not exclusive with minesweeper. That change alone would make the upgrade see way more use. You never want to be without a sweeper at all and for most strats been at 2xSP is less viable than just buying the mechanized repair upgrade which cost no pop. I'm not opposed to see further changes on Sturms, but i really think that a change that small will have bigger repercussions. Been able to have an easier time vetting allowing the unit to get access to stun nades as an example, will push the units further than just reducing the cost of the upgrade. In: COH2 Balance |
Thread: Is this a 50Cal bug or OP'ness? 12 Aug 2019, 11:48 AM
Suppression =/= Pinned In: COH2 Balance |
Thread: LELG is overperforming by ALOT12 Aug 2019, 03:16 AM
Nippy. Kind. Langur. In: COH2 Balance |
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