snip
I'm just gonna add that the only difference here is that 6man squads get's suppressed faster than 5/4models squads even from the same MG suppression source.
Thread: Soooo... DSHKAS?3 May 2017, 11:23 AM
snip I'm just gonna add that the only difference here is that 6man squads get's suppressed faster than 5/4models squads even from the same MG suppression source. In: COH2 Balance |
Thread: Teamgame dominant meta2 May 2017, 20:24 PM
There is so much you can fix with economy/teching timings. Units which are "problematic" on teamgames and not so much on 1v1 are also due to sheer number of units on the field, both to attack and to defend it and the actual flow of gameplay. It's not the same to fluctuate around the map, spreading your army thin because you actually have to defend 2 VP on your own to actually win, in comparison to having the possibility of having 200 popcap sitting around on a single VP. In: COH2 Balance |
Thread: (New?) P4 bug!2 May 2017, 18:57 PM
Emergency repair doesn't have the decrew effect anymore. Weird, haven't seen that mentioned. In: COH2 Bugs |
Thread: (New?) P4 bug!2 May 2017, 17:14 PM
How unfortunate that the commander with Heat shells also has an ability which let's you In: COH2 Bugs |
Thread: Teamgame dominant meta2 May 2017, 17:12 PM
Again the problem in large games is not the units themselves but the inflated economy fix. You can't fix having mostly 3 VPs and limited amount of strategic points for 2/3/4 players which makes unit concentration a reality. In: COH2 Balance |
Thread: Soooo... DSHKAS?2 May 2017, 04:38 AM
This is the last and only soviet early game unit that hasn't been changed since launch. Everything else has been in almost all cases these have been nerfs. No wonder that the unit is being overused if whole faction around it has been scaled down with time. +1 PD: They got CP nerf. They used to come at 0CP. Amazing how a unit that isn't changed or touch becomes OP because of popularity. If you remove predators/counters of certain unit, then it becomes easier for that unit to be OP. If you nerf everything into fairness levels, whatever hasn't been changed becomes the new OP popular build. Ex: if you remove Ele/JT from the game, people will bitch about ISU152 (on HE mode). Ex2: if you delay faust, people start to cry about M3 clowncar (when in the past it was even worst since you actually didn't have any faust at all). In: COH2 Balance |
Thread: Teamgame dominant meta1 May 2017, 21:19 PM
Snip My opinion from initial post: Stuka DB: rollback ninja buffs. If the intention is to "match the visuals", remove dead crit, give it proper AoE drop. Keep the pre buff deadly zone but heavily decrease dmg output after that to a middle point between now and then. Ele/JT: as i said before JT >> Ele, as it been an issue. I still think the Ele is easier dealt with rather than the JT. I'm not in favour or against the 280dmg change with other tweaks done. Sturmtiger: in favour of those but PLEASE buff the other 2 abilities (emergency repairs and panzer commander). Removing the OP crits should be done first without hesitation. Abandon buff (nerf to those who abuse) and mutually exclusive with KT i don't mind. PD: i can't remember if Heat shells are still "artillery" based shells. If so, fix that as well. Priest/Stuka Loiter: not much more to add. Stuka Loiter remains the strongest one, just for the damage output compared to the rest of the other loiters. Croc: not particularly in favor of increasing the damage of the main gun. FF: fine with acc nerf. Open mind to changes to Tulips. Vet3 bonus could be cut down to +40. Correct me if i'm wrong, but can't remember other 280dmg source. JPIV: i don't see it that huge of an issue after predator camo nerf. Stug/Repairs: yep Howitzers: yep Pak43: not sure, specially about those values (this is the tiniest issue since that can be changed). ISG/Mortar pit: YES. BIG YES. Demo: what about making them visible but not targetable without sweeper (simil behaviour with minefields and their signs). Aura effects: not sure. Regarding the SU FHQ: remember kids, damage modifiers are always a bad thing. In: COH2 Balance |
Thread: Teamgame dominant meta1 May 2017, 20:58 PM
You can't nerf Stuka DB without also nerfing the allied equivalents.
1-For those who thinks Stuka Dive Bomb is fine. I said it before, fine on 1v1, manageable on 2v2. Stupid on 3v3+. Stupidly NINJA overbuff for something which was fine since game release... 2-JT/Ele damage change. Before agreeing or disagreeing with the change, you have to realise that nothing changes for the vehicles you are mentioning. Comets/T3485 have 800HP pools. At 280dmg they still die with 3 shots (800/320 = 2.5 ; 800/280 = 2.8). The ones been affected are the 640HP pool vehicles mostly. 320HP: M5/M15AA HT/MT HT/Priest/Suxton (this would go for 1 shot kill to 2) 400/560HP: no changes. T70/Su76/Stuart/Jackson/M8/M10/AEC/Valentine 640HP: "normal" medium tanks (from 2 to 3). T34-76/Su85/ M4C/Sherman/CalliOP/ Centaur/Cromwell/FF 720/800HP: no changes. T85/KV8/KV1/E8/Bulldozer/Pershing/Comet 1040HP: no changes (4shots). IS2/KV2/ISU152/ 1400HP: no changes (5shots). Churchill That been said, i don't find the Ele as oppressive as the JT (+15range). Volks/PF also are more resilient than grens which means it's easier to cover. Before the Ele/JT damage been changed, i'll like seeing other things done first. JT been changed (-5 range at minimum so it doesn't counter the Brits AT emplacement; removed engine upgrade) and things on their commanders tweaked down. -If your concern is mark vehicle, that could be tweaked down to be equal to Command PV mark vehicle (means it survives +1 shot) -If your concern is T76, they are 80f. Ele is 245f. JT is 280 IIRC but has more range, armor and HP. Easier to repair due to been OKW. 3-The stupid part of the CalliOP is the alpha damage on the first barrage. The ST has over the top random crits on hit. Leaving things "OP" because other abilities are crap is just bad mentality, cause those same bad abilities are also part of other commanders which unfortunately don't have "OP" abilities to be meta. For ex: in case of Ele commanders, Riegel been deploy by other sources such as SC. For ST commander, the Panzer commanders needs a BIG hand. Emergency repairs should be a copycat of Soviet auto repair. Cause it's either useless (as of now) or cheese OP as repair crit from USF. In: COH2 Balance |
Thread: Vanilla factions´s repair rate28 Apr 2017, 18:24 PM
Soviets have some doctrinal repair options like cheap self-repair That one is deceptively cheap. I never understood why it cut down your muni income by half for the duration of the ability and for each instance you are using it. In: COH2 Balance |
Thread: Brummbär overperforming28 Apr 2017, 18:18 PM
So assuming we are talking 2v2s and up, COMBINED ARMS FROM COMBINED ARMYS.... with the use of COMBINED DOCTRINES. Ele/JT/ISU/Howitzers were niche/situational units for 1v1 but the norm on 2v2. Let's not be hypocrites and say everyone needs to have a "Command PV/JT/Ele" in their loadouts as Axis or CalliOP/Party-Cover/LM/Guard Motor as allies if you want to increase your chances to win. Such combined arms going mass CalliOP with double bar Rifles/RE zook and Party Cover spam with Comets vs JT or Ele with Command PV/PIV with CAS or Stuka support. It reminds me of how every game before WFA was ISU152 vs Ele. How is the Elefant suddenly OP? IMO, it's less about the Elephant and more about the JT. The range discrepancy makes it easier to push the Ele with AT guns or have it closer to the front, while 85 range on the JT let it sit safe on the back. Nevertheless the most popular Ele doctrine also has the Stuka Dive, which makes it your best option at killing support weapons (mostly AT guns). There's also plenty of maps on 2v2+ which makes flanking not a real option. Copying from an older post
I wouldn't mind making the Railway Artillery having this power, but not a pinpoint sound based ability which only cost 160muni. IB4: but demos! Yeah, those are stupid as well. On an unrelated note i would like seeing test, Howitzers costing less mp but fuel AND having extra damage against heavies and even more super-heavies. LeFH, 152, B4 (it should be 2 shots with half the damage), Priest, Suxton. 25% and 50% respectively (it would go to 200-240). TL;DR: -Brummbar is fine. -Elephant is fine. The doctrine on which it belongs it's not, mostly Stuka Dive. The rest are fine&good abilities which unfortunately will always overshadow other commanders. -JT is not fine. -Many maps which makes super units be highly oppressive with little variety of counterplay. In: COH2 Balance |
33 | |||||
0 | |||||
68 | |||||
3 |