-All units are not supposed to fight in a vacuum. Vet can and will affect the match up between units more towards specific units.
-Not all units scale in the same way.
This first 2 points are there just to emphasize that changing values are not an easy task to balance.
-But the point i'll agree and i think it's easier to implement is the xp value required to vet.
1- No single unit should have an impossible to achieve vet requirement. This mostly applies to light vehicles with low AI such as the Kubel or the M3 itself. Either lower the requirements or let them get part of passive xp gaining.
There are other exceptions like the Sturmtiger.
2- Similar units, with similar roles and similar cost should have similar vet requirements.
Ex: AEC, OH Puma, OKW Puma.
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: Inconsistencies in veterancy bonus27 Nov 2018, 03:05 AM
In: Lobby |
Thread: How to report homophobia on Chat?25 Nov 2018, 16:04 PM
Since these was posted on gameplay, i'm gonna answer the post and close it. IF you wanna discuss about unrelated CoH2 subjects in the forums, there's the scrapyard where you can open a new thread. First of all, save the replay. Then forward it to either: Option 1: Bear in mind that once a player's alleged malpractice has been forwarded by you direct to enforcement@relic.com, it is up to Relic Entertainment to decide whether your report was correct - and what punishment is most appropriate. We have no influence on the final decision. Option 2: https://www.coh2.org/user/6242/sturmpanther In: COH2 Gameplay |
Thread: How does penetration work24 Nov 2018, 20:31 PM
https://coh2db.com/stats/ In: Lobby |
Thread: Soviets are OP24 Nov 2018, 20:30 PM
https://www.youtube.com/watch?v=m0Zhpc3BaKs#t=33m10s I don't think showing the aftermath of a game been "thrown" by a single player on 2v2, shows why Soviets are OP. The game was over 10 mins before, when violet player loses his Brummbear, proceeds to build a PW and then loses it immediately afterwards. Blobbing grens with a command PIV won't do much agains an ISU with pak wall and later a KV2, even if you back it up with an Elephant. In: COH2 Balance |
Thread: For balance Axis really needs demo or satchel. 24 Nov 2018, 03:24 AM
This thread is getting so weird. Would you expect anything else from the title? This are the kind of post which helps you reinforce your opinion about they type of bias each people have here. Allies/Axis OP, they have X so we need it for balance. You can have X if you give us Y. The only interesting thing i saw here is discussing the mechanics regarding putting a building in flames. Which should accomplish similar results. For example: you could reduce the time to set aflame a building to half but reduce in a similar fashion the damage it deals to the building itself so the end result is the same. Only now you wouldn't need to waste so much time in order for the building to catch on fire. In: COH2 Balance |
Thread: For balance Axis really needs demo or satchel. 22 Nov 2018, 21:51 PM
I did a little testing and found that Pio's can burn down most buildings in 1 to 1 1/2 minutes. At some point, the building starts burning and the engineer doesn't have to attack it anymore. Buffing the flame damage to a building so that it only takes 45 seconds to one minute to start on fire would be fine. As a counter, make it so that if an engineer starts repairing before it burns down then the flames would get put out. Now i'm curious. Is this a random amount of damage done, a set amount of time been attacked, a certain "critical" at certain HP. In: COH2 Balance |
Thread: Weapon upgrades for standard infatry squads22 Nov 2018, 19:54 PM
snip At this point i have to ask, are you trolling me ? I ask you a specific question to a specific claim. You keep dodging the point and answering with another question or bringing another point to the discussion. It's also on bad taste to cut down on parts of someone comment to make your point look better, specially with the addition of colours. As i said before and wrote the differences between that time frame of Guards and CURRENT one. You are painting in "green" as if Guards were OVERALL buffed in say deflection damage when they actually lost it. I can play the same game without actually cutting content. The rebuying of weapon lost is more of a bugfix/QOL as you could do so but with limitations IIRC. Not so with PTRS so that's my bad. 330mp vs 360mp Triple vet gaining through PTRS vs AT units in general receiving less vet. Deflection dmg 13 vs dmg 10 PTRS damage vs infantry remained the same. -7 dmg nerf and later +7dmg buff. Vet0 RA 1.0 vs 0.97 Vet 2 accuracy bonus reduced from 1.3 to 1.14 Vet 2 received accuracy bonus decreased from 0.83 to 0.88 Vet 3 now grants a further 1.14 accuracy (1.3 total) Vet 3 now received accuracy bonus increased from 0.77 to 0.75, total received accuracy at vet 3 has been reduced from 0.6391 to 0.66. (with the latest change it went to 0.6402) This means that it takes longer to get stronger Guards instead of just hitting vet 2, which again is further delayed by the AT xp gaining changes. Guards can now re-buy lost items and equipment (Buff) RGD-33 Fragmentation Grenade (Affects Partisans, but not Shocks) * AOE far damage reduced from 0.5 to 0.25 (Same as MK2) * Ready aim time increased from 0.125 to 0.625 (to match MK2 overall delay). Later this change was reverted. * Munitions cost reduced from 45 to 35. Later to 30 Up to debate, but if say we nerf the damage from bundles nades and we make them cheaper. Is that a nerf or a buff. Question: doesn't this mean that grenades deal way less dmg to garrison unit (one of the main purposes of nades). Pop 8 vs 9 They did not get tripwire flares ON TOP of getting HTD Guard version. While it's 1000% more sane to have a different ability, tripwire were OP at the time we are talking about Guards. Tripwire flare: 80dmg, multihitting entities, wiping squad getting outside buildings. Hit the dirt (Guard version): increase range and -25% cd reduction. That is incorrect, CD is the best buff after accuracy. In addition to 25% bonus in CD they also get a around 7% more range and thus 7% accuracy. I can calculate the number for you if you want. My bad for not being clear. I'm talking about that cooldown is, i think, a better modifier for PTRS/DPs than it is for Mosins. When i said it's a pain to calculate is due to the fact that cooldown changes depending on range and it's not as easy as saying that X cd modifier translate to Y DPS increase. It changes with range and type of weapon. Same with the range increase and how that affects all other variables. I'll answer your other question: Guards remain to be what they used to be. That's an Elite squad with good AI and mediocre AT, with utility abilities and great defensive capabilities. They perform the same role now than 5 years ago. Gonna leave the thread but i want to ask, if you want, answer with a yes/no. Subjective question: making a grenade weaker but cheaper, is a buff or a nerf overall. Moving the bonuses from veterancy from vet 2 to vet 3, is a buff or a nerf. Not talking about their position in the meta, are current Guards stronger than pre PTRS rework Penals ? In: COH2 Balance |
Thread: Weapon upgrades for standard infatry squads22 Nov 2018, 17:39 PM
snip Still, you are missing the point by a MILE. 60mm mortar which was tested on preview had specific set of stats. When they moved up to 81mm model and release, the stats where completely different. BUGFIXING didn't account for these. You are really dense. PREVIEW mortar =/= Release mortar. Is that hard to grasp? Bugfixing was just bugfixing. Guards: reminder that we were talking as if current Guards were STRONGER than pre rework PTRS Penal Guards. Can't you simple accept that you are wrong, for once ? I can open a poll showing up the stats of Guards pre rework and the current status and i don't think ANYONE will agree that the end result makes Guards stronger or that they were buffed. If you mix changes and the end result is a nerf, the unit is simple nerfed. Old Guard vs Current Guards 330mp vs 360mp Triple vet gaining through PTRS vs AT units in general receiving less vet. Deflection dmg 13 vs dmg 10 PTRS damage vs infantry remained the same. -7 dmg nerf and later +7dmg buff. Vet0 RA 1.0 vs 0.97 Vet 2 accuracy bonus reduced from 1.3 to 1.14 Vet 2 received accuracy bonus decreased from 0.83 to 0.88 Vet 3 now grants a further 1.14 accuracy (1.3 total) Vet 3 now received accuracy bonus increased from 0.77 to 0.75, total received accuracy at vet 3 has been reduced from 0.6391 to 0.66. (with the latest change it went to 0.6402) This means that it takes longer to get stronger Guards instead of just hitting vet 2, which again is further delayed by the AT xp gaining changes. RGD-33 Fragmentation Grenade (Affects Partisans, but not Shocks) * AOE far damage reduced from 0.5 to 0.25 (Same as MK2) * Ready aim time increased from 0.125 to 0.625 (to match MK2 overall delay). Later this change was reverted. * Munitions cost reduced from 45 to 35. Later to 30 Up to debate, but if say we nerf the damage from bundles nades and we make them cheaper. Is that a nerf or a buff. Question: doesn't this mean that grenades deal way less dmg to garrison unit (one of the main purposes of nades). Pop 8 vs 9 They did not get tripwire flares ON TOP of getting HTD Guard version. While it's 1000% more sane to have a different ability, tripwire were OP at the time we are talking about Guards. Tripwire flare: 80dmg, multihitting entities, wiping squad getting outside buildings. So, let's make a TL;DR version for people who don't want to look at numbers. They are more expensive, they have a higher popcap, they deal less deflection dmg on PTRS, they gain 1/3 of the XP they used to gain with their PTRS, they have a weaker grenade but it's cheaper (one of the main attractives of Guards is that they had "semi nuke nades"), they start with 0.97 RA but they receive WAY less RA and accuracy buffs at vet 2. At vet 3 the overall RA is despreciable lower. They replaced an overpowered recon + nuking model or squad ability with a proper (tematic or at least better flavour wise) skill which has counterplay. The weapon cd DPS calculation is a mess because you'll have to calculate it towards PTRS/DP/Mosin but i'll take for granted that it's for DPs Guards (cause bolt action benefit way less from cd if memory serves right). I could care less about what type of tag you want to put to a unit. Are new Guard stronger than old Guards ? If you really think so, i guess i'm not gonna waste more time in this discussion. In: COH2 Balance |
Thread: Soviets are OP22 Nov 2018, 15:04 PM
Nah, old metas had SU with more stronger BS. That been said, not sure what units you could adjust besides Penals. In: COH2 Balance |
Thread: Weapon upgrades for standard infatry squads22 Nov 2018, 14:44 PM
1) The unit could see action because of maxim nerf. The maxim where used because they where meta and no one bothered to try anything else at the time. DSHK at same time was OP and still not used. And just because something it's nerf, it doesn't mean other units magically get stronger. There's meta/tier 1 strats and there's niche/T2 strats. Then you have meme units. Old Penals were meme units. Just like Stromtroopers or constructional flak defenses. Unfortunately I have to repeat myself once more. Yes the mortar was bugged at release. All bugs where solved within the month yet the mortar was proven to OP, the fact it was bugged at release is irrelevant. Sigh. Didn't the preview patch had a 60mm mortar that due to technical issues had to be replaced with the 81mm mortar. Even when they said they would retain the same stats, the mortar they finally end up using had the single player version stats instead of the 60mm ones? I disagree. USF and in a degree UKF simply did not follow the buff Soviet and OKW received. Now instead of buffing USF/UKF one could simply lower the Power level of Soviet and OKW. M20, AA HT, Cpt with Zooks, defensive stance 1919s (no need to tech), Stuart, fast HE sherman. Even cheese Greyhound/Dodge or opieop assault engineers. There's a reason USF was trash for 3v3+ due to the nature of the game going forward towards lategame. Post P47 nerfs, they didn't bring too much till they released CalliOP. Also, why is it that both factions were trashed by OH as well ? In a squad where 4 of its 6 weapon will not fire on the move, jumping around creates a large gap between theoretical and in game DPS. Which again, doesn't remove the fact that they were still meta (more so in 2v2) at top level of play (whenever you didn't go maxim spam or when you play double soviets). It seem we are going down the very unproductive road of the "you said" game. To avoid it considered everything in that sentence as wrong and let me rephrase to be more clear. Penals were OP but 1 dimensional. Same as old Obers. Problem came when you could cover that weakness with Guards/AT partisans so you wouldn't care about light vehicle play. I will still call bs on your story. How is it that nerfing a unit, makes them go from jack of all trades to Elite. Guards were already stronger to PG after they purchased DPs on either A move assault or as a defensive unit. Again, check the changelog and explain me how nerfing a unit made them elite. A side affect is that Shock troops seem pale by comparison since they bring to little at the table at a similar price. (Not that Shock are in good spot at the time but this is separate issue). They were already pale 3.5 years ago when they released WFA. They were a 1 off when KV8 was meta and nothing else. They are not pale by comparison, they are pale.
NP. In: COH2 Balance |
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