Have any of you tried tracking down and killing arty vehicles?
1v1 yeah sure. Skill of both players >> map dependant.
2v2 hmmm... map dependant >>>> skill of players
3v3+ hahahahahaha
Thread: Katyusha seriously need a nerf26 Jul 2014, 19:20 PM
Have any of you tried tracking down and killing arty vehicles? 1v1 yeah sure. Skill of both players >> map dependant. 2v2 hmmm... map dependant >>>> skill of players 3v3+ hahahahahaha In: COH2 Balance |
Thread: Diversifing the DPS roles of Penals and Cons26 Jul 2014, 19:01 PM
Considering tech based infantry choices overall (which just got a ton more complicated with WF), I tend to side with suggestions of making Penals a 300-340 MP "blank slate" kind of unit. Besides the PTRS upgrade, thats what i have in mind. Since the change on T2 price, i think it´s acceptable to have T1 as purely an AI tier. And even if you add ATR uprades to Penals, that won´t provide a real threat to anything besides a 222 (we still have to see more people with Conscripts PTRS commander and see how it works). @Marcus2389 as milkacow says, the flamer is kinda redundant with CE and even if they are given the capacity of flamin on the move, it would still be the "same" role as now with cons and suffer from the same problems with other assault units on late game. In: COH2 Gameplay |
Thread: Katyusha seriously need a nerf26 Jul 2014, 05:09 AM
This kind of logic puts you at the same level with him.
"OKW players desperately clutching their "maybe" overpowered stuka, while demanding the equally stupid katyusha be nerfed is what people argue with me about. I'd like to play a tactical WW2 RTS, not an artillery simulator." On that i can agree. In: COH2 Balance |
Thread: Diversifing the DPS roles of Penals and Cons26 Jul 2014, 04:59 AM
Would it be too wild of a change what i´m gonna propose now? Penals: 1-Increase price to 300-340mp 2A-Give them mosin (Guard accuracy) and 1 DP. Let them be able to upgrade to a 2nd DP for 45muni. -Flamer upgrade replaces mosins and DP for flamer and SVTs (performance as now but for 30-45muni. The price difference is accounting for the mp increase of the squad) or 2B-Either switch the SVT profile to make them more of a long range squad (as before, like G43) -Reduce to 3 SVT with increased performance and give 3 mosins (con level) while mantaining desire DPS (give mosins with a little increased accuracy to PPSH Guards). -Flamer stays equal as now. Intention: On either case i´m looking for a more different role/range for penals while also giving them a bit more estable dps. That´s the reason why i´m either giving them DP or reducing the number of SVTs. This comes as an answer to the actual "problem" or performing of specialized weapons. See PGs for example. Eventhough they have great DPS, a "snipe/crit" makes it drop too fast making their ease of use not so good in comparison to things like LMG grens. US doesnt have such a unit but see for example as OKW with Obers or Panzerfusiliers (vs Falls/JLI without taking account there spawn on buildings or other abilities) PD: weapon choice and performance are roughly an aproximation/idea of what they would be doing. It´s not strictly what i´m asking. In: COH2 Gameplay |
Thread: Katyusha seriously need a nerf26 Jul 2014, 03:37 AM
At this point i´m considering getting the plugin to hide some people post but theres times which is amusing reading how you fight each other. @Arclyte @FrikadelleXXL plz tell me how i´m so a biased player. Maybe i have to play 5 more games as soviet on 1v1 to have the same equal number (i guess i should do cause ladder deccay is punching) Instead of some babystep buffs they just went "all in" and just went for an x2 damage and 50% increase AOE. Howitzers? Pak43? Just PS it for 60muni and see how 480-600mp go through the drain. Damage MUST be tone down. I don´t think that high dmg is needed. What about doing a rollback to 80dmg but leavin splash as it is now* *More models damaged but not neccesarily killed. @DarthBong420 because healing, supression, giving armor as infantry units buffs to range, rof, sigh, etc are not good. That on top of regular vet3 buffs. In: COH2 Balance |
Thread: Action Items: Balance Feedback Required!26 Jul 2014, 03:00 AM
Yes it's the same for all support weapons. You see it more with Soviets because of German high accuracy results in faster kills. If as Soviets you get a German crew in the same situation and you have the firepower, they will do the same annoying thing. It's like that in Coh1 as well, but I think the animations were faster so it was harder to have this single file of death happen.
Retreat an MG42 or mortar. Once the guy who carries the weapon dies, it teleports to other crew members. On the other hand, SU support weapons must be manned again before they are able to continue to retreat. And i forgot: higher DPS, specially on range, makes decrews easier. Cruzzs Suggestion isn't that good and brings unbalance side effects. ALL units has the same HP. 80hp. Some units have modified receive accuracy, shocktroops are the only unit which has armor now (i think). Again, this doesn´t increase HP. Similar to vehicle combat, theres a roll that a HIT will "bounce" (deflect). If you want to make a realistic comparison, you should had put A squad with more DPS and less health (due to less models) and B squad with more health but less DPS. Basically what we have with cons vs grens at mid range barely. Spreading the DPS of LMG will make squads without specialized weapons have a bit more sustained DPS. While the long range squad will deal the same amount of damage, it won´t be as quickly mp effective as now. In: COH2 Balance |
Thread: Remove Road to Kharkov from the map pool please25 Jul 2014, 17:10 PM
It seems a resource vs VP advantage you may have. And it´s easier to put pressure having the edge on the first rather than on the 2nd one. North is doomed because if the cut off is taken, it is extremely hard getting it back because of the damn shot blocking crap around it, it is much better than before when the house is removed. Also the North fuel point is harder to defend against harassment. In: COH2 Gameplay |
Thread: Soviet Sniper ZiS 25 Jul 2014, 16:05 PM
Zis vs Pak: -if you want to take out barrage (which is 60muni, and if you lose something after 1st barrage it´s your fault) give it proper AT stats. RoF and Pen. -TWP is bugged (meaning it targets ground) but works specially as a initiator or slower targets. You don´t use it against a fast tank which is movin on the open. On urban enviroments it´s far easier to land. -Tracking doesn´t extend vision (nerf) just gives you minimap (tactical map) vision. Instead of stating the obvious i would give some advices: -x2 SU vs x2 OH: ger sniper forces hold fire (if he goes early x2 snipers) which means less xp, which means later guards, which means more time for 222 to deal damage. -Ger sniper on cover cloaks faster than what the SU sniper can shoot. -Ger sniper is on T1, so you get it by default. T1 as soviets locks you on an AI tier, which means you either expend more fuel on T2 or you won´t have AT support. In: COH2 Balance |
Thread: Remove Road to Kharkov from the map pool please25 Jul 2014, 15:50 PM
I still prefer to play on the south. In: COH2 Gameplay |
Thread: Suppression and the calculations behind it25 Jul 2014, 00:27 AM
I know the theory but i would leave the "experts" to explain it. Don´t want to spread info with inconsistency. MG42 has a bigger area supression (?) while also having some modifiers with the amount of entities on it´s arc. The bigger the blob, the faster the supression. @Anyone who is a sage with stats: i remember reading that aiming the mg at a tank will supress faster squads which where nearby. In: COH2 Gameplay |
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