sure, buff IS2 and ISU to KT and JT levels and we get a deal
Super long range heavies meta again...
#notlikethis
Thread: KingTiger + JagdTiger = Limited to only one like ACE17 May 2017, 17:06 PM
Super long range heavies meta again... #notlikethis In: COH2 Balance |
Thread: How to counter this 2v2 double OKW meta?17 May 2017, 16:59 PM
Best counter to double 2v2 OKW meta: Before you search a game, switch to OKW with your partner and enjoy the "free" wins you can get in the current patch We have the same "numbers" as the old allied 2v2+ dominance before the nerfs to light vehicles meta, SU cheese, normalised Rifles and UKF comet spam and offmap madness. This was meant to happen if OKW was out of scope. You have 2 options: ban all urban/close quarter maps if you are not in the mood to play artyfest spam (UKF emplacement style, CalliOP/LM/Howitzer on late game). Play aggressively and take risks once you have the edge. END the game and go for triple caps. At late stage of the game, even at even popcap armies, you won't stand a chance against vetted tanks or super heavies. In: COH2 Gameplay |
Thread: Teamgame dominant meta17 May 2017, 16:38 PM
Except when those changes done at what you call "micro" level affect the macro level as meta defining changes. Example: buffing by 100% the damage of PW and Katyushas. Or the madness of PIO spam on that March update. I invite you to see what other companies and games call "incremental" small changes and compared it to what Relic's changelog look like. In: COH2 Balance |
Thread: Sturmtiger in next patch17 May 2017, 02:42 AM
Invokes fear in the enemy but is a huge gamble for the user depending on the map Trois point, Ettelbruck Station... #FreeEinhovenCountry In: Lobby |
Thread: Loitering Planes next patch17 May 2017, 02:39 AM
Even better, why not remove the gimmicky of Flak bunkers on HQ and replace them with MG bunkers as all other factions? (I've always complained about this and the random USF HMG on the circular base). If anything, those flak bunkers should be the ones in the doctrinal ability. All heavy based AA should had a toggle mode which would go from attacking land or air targets. Is it possible to negate parts of the AoE of loiter circles in base sectors? For many maps this isn't an issue, but if the base sector is thin and long such as north on faymonville approach, you can drop IL-2 sturmovik strafe right outside the base and watch as it gibs any non fully reinforced infantry sitting on the retreat point. This is partially a map issue, but it still annoying and requires little skill to pull off. Also OKW flak base defenses can be decrewed by planes, I don't think they'll target them manually but if their target goes near them the bullet AoE will hit the crew members. #Dream: all loiter and single strafe runs (maybe including bombing runs) should work like this: they are called from offmap and they circle around an area. For X amount of time, you have time to select where you want the plane to attack (in that zone). In: Lobby |
Thread: Teamgame dominant meta17 May 2017, 02:26 AM
TBH, besides changes implemented based on community changes so we could kinda not blame them for those, the guy you are quoting couldn't be more far away of reality. It's not hyperbole if you can actually go to the officials forums and open up the changelog (which doesn't account for the HUGE AMOUNT OF NINJA changes implemented on each patch). Baby steps changes are 5-10% top. Relics goes full 50%-100% and they even managed to do a full 400% buff (see AoE of Stuka). TBH, i can't really blame them, when they had little to no resources to do them + knowingly that it would take another 3+ months before the next patch could be delivered. In: COH2 Balance |
Thread: COH2 Balance Is Trash16 May 2017, 05:25 AM
Till before WBP (which is basically since Brits were released), teamgames were dominated by allies. After the last patch and since OKW wasn't on scope...well you have the current meta. In: COH2 Balance |
Thread: Lend Lease is completely broken15 May 2017, 17:33 PM
snip Since a year ago, the game has started to normalise over the top abilities so those that are fair have a chance to appear. The point is not to talk about raw performance of abilities/units ON THE CURRENT META, just that once things that are "oppressive" or underperforming atm are adjusted, some of the things i mentioned are gonna be brought up. OKW 1-Kubel IS a easy unit to keep alive, specially once you get the maphack on toggle ability. I preferred the changes on WBP but it was "out of scope". 2-So, all the other barrages abilities which cost munitions shouldn't be tied to cooldown? Something to remember for future reference: The fact that is locked down behind too many levels of vet doesn't mean it's well designed nor not OP. Vet should be attainable (a long game) not something you see once in a lifetime. 3-Obers arrive too late. UP till vet 2, OP from vet2 onwards. Not worth the risk when you have STG Volks. 4-STG IR should be AR and have it's damage profile adjusted (that's why i also mentioned BARs at the same time). The ignore acc cover is a gimmicky. Light cover is basically negated. But that's not the problem: IMO ARs performance at long range (which is basically max range) should be toned down across the board and other aspects adjusted accordingly if necessary. 5-JPIV as pointed on point 2. For first shot fired out of camouflage +150% damage & +150% accuracy & +150% penetration, that's stupid design. Keep the acc/pen, damage modifiers are always gonna be a headache to balance. SU 6-The clowncar part was more in light of how it was brought back to meta, while basically no changes had been done on the unit. If you delayed it, it's just gonna be useless since it's effective time is when there is no 222 or OKW has no snare. The only danger is the flamer, which means it has at most a 1 min window to operate. The clowncar concept is always gonna be BS (roos remember) 7-Rapid cons is really good value and is the perfect example of something which can be problematic if somehow cons are viable and most of the cheese in the game is adjusted. 8-FHQ is a one trick pony on specific maps and modes. 9-Single strafe is good, but as i pointed +2 years ago, has huge issues with tracking. Single strafe problems comes from been useless at targeting things on the middle of the map (specially big ones) but uncounterable on the sides of it. UKF 10-Unlimited scout plane is bad designed but i forgot to brought it cause it renders combat useless a specific unit (you are basically forced to AEC or maybe defensive Centaur). 11-Raid would be OP if it was on another faction. I guess you consider OP that vehicles can cap, but the rate is actually inferior to other abilities. Counter attack and Breakthrough are 200% capture while raid is 100%. The OH capture vehicles abilities also give it pseudo blitz (+25% speed) and is part of the wonky wombo combo commander. 12-UKF is basically mostly offmap abilities due to initial design. Little variety of fuel/mp abilities. They have a lot of crap mixed as well on top of not been able to be used properly on teamgames due to captured/own territory mechanics. 13-PD: the salvaged was toned down IIRC. OH: 14-I'll rather have it be a reliable stun and counter snipe SU ability than been the secured retreat squad killer. 15-Balanced on 1v1 and starts to get stupid on teamgames (unit volume). USF: 16-The barrage is godly but it only fires 3 shells. As i said on the opening line, this is about things people might not know and should be taken into account when proper buffs are applied. The unit needs buff/tweaks. 17-Pathfinders, same as before. From what i remember, you don't have to build them (they set automatically) and provides vision and reinforce. The only things that irks me is the cooldown and automatic setup. the thing is you are just comparing abilities to abilities but are not taking them in consideration with the context and synergy of the faction and units On the contrary, i do take them into account. I think you should read the context on the comment i was replying to. https://www.coh2.org/topic/61376/lend-lease-is-completely-broken/page/3#post_id611149 I'm not saying to adjust/nerf the things i mentioned before, but i gave examples of things that can gain light on the broad public once other things or the units/abilities/commanders which are related to them are touched. OP complaining about Lend Lease now just shows how much other cheese overshadowed the current one. LL saw play before and was already strong. Another example: say, you nerf Lend Lease, SU receives buff on other aspects (say conscripts) and suddenly people are going to complain about Advance Warfare. In: COH2 Balance |
Thread: Lend Lease is completely broken15 May 2017, 14:32 PM
"Pro" knows what OP/broken things haven't been touched/affected by the nerf bats. If my options are broken OP and just OP thing, i'll go for option 1 with option 2 as variety. If option 1 is no longer available, then option 2 proceeds to be the old option 1. There's also the fact that if you nerf everything around a certain unit, then it doesn't matter that you didn't touch that unit. Ex: nerfing most OP allies infantry made Volks STG outperform. I'll give you an example of things which haven't been changed and can deem OP (things that mostly go under radar): OKW: Kubel vet 1 maphack (compared to OH/SU same ability which cost munitions). Stuka Zu fuss vet4 incendiary barrage not sharing cd with main barrage. Passive suppression on Obers. Infiltration volley grenade munition cost. IR STG ignoring cover/long range dps (if we actually make AR, such as BARS, not perform as well at long). Vet5 400dmg JPIV. ST criticals. SU: Clowncar. Wombo demo + explosive combo. Rapid conscription (if cons are made actually good). Propaganda on paks (it's always funny to see them retreat). FHQ cheese. Radio intercept (IIRC it bugged again telling you mine location). Single strafe run (if they fixed tracking). UK: Valentine crush, Stand fast. Hard to mention "under the radar" when most things are brought up in general. Maybe Air superiority (teamgames against OKW) / strafing support ? Precision/Concentrated barrage (the better brother of Railway/RNG Armor offmap) OH: sniper 1000% acc shot, single AT strafe. To be fair with Rapid cons, Relief infantry. Sprint (i mean, we always complained about SU snipers having it). Command PIV for teamgames(damage increase or dmg mitigation is always gonna remain strong). USF: vet 2 Pack Howie, Pathfinders relay antennas (also effectiveness when used with BARs), RET rifle grenade cheese (has this been fixed?), Doge woof woof Jeep Then we have things which are gonna be eternal hit or miss, specially for teamgames: Howitzers. In: COH2 Balance |
Thread: MG34 13 May 2017, 18:33 PM
Probably due to the crew been fielded MP40 vs Lee Rifles (both are crap versions but still respects the weapon dmg model) so they are slightly better at close and worst at far. Having take a look at the dps charts: The machineguns dmg wise have some weird dps fluctuations. Vickers indeed have better DPS at point blank till 10 range (which is slightly offset by the crew DPS) but after that, the DPS is barely higher (1-3 dps difference) and at max ranges (40/45) they are basically equal (45 range MG42 is higher). TL;DR: it's basically a 55/45 in favour of the Vickers which is almost a flip coin situation. In: COH2 Gameplay |
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