Back on topic, Relic has been looking to us for a answer for the Soviet problem and i think this is on the right track. And yes, The dam Tiger and IS2 heavies should be in the tier system.
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Thread: Time to shake it up relic!18 Sep 2014, 11:25 AM
In: COH2 Gameplay |
Thread: 4v418 Sep 2014, 11:06 AM
vermak? did you only hear it pronounced by english people or something? lol just what I have always called them. Wierd thing is I dont even remember where I got that from, wasn't from CoH. In: COH2 Balance |
Thread: 4v418 Sep 2014, 10:47 AM
To start I do feel that any RTS, CoH 2 included, should be balanced for is made game mode, which is normally 1v1s. Although I have found that so long as the main game mode is balanced the other modes are very closes to balance as well. Like it has been already been said 2v2s, 3v3s, and 4v4s were in my eyes balanced before WF came out. Not to say that you can’t win as allies after thought. My teammates and I win about 85 to 90 percent of our games as allies in 3v3s and 4v4s. Even with this record it is still way harder than it should be most of the time. I am finding that Axis players that are way worse than us are giving us a hard time just because they play OKW. Not having the same problem with the Vermak thought. Which is the reason that team games and the whole game in general in my eyes is out of wake. The OKW, unlike the Vermak, are a faction of nothing but end game elite units that own everything the allies have. In a team game the OKW can sit on their elite Inf and base defenses, while they just wait to call in heavies tanks. This plus the vet 5 their units get makes them far better scale into the late game, which just leads to a unbalanced late game. This on the whole wouldn’t be that bad if the OKW didn’t have the most broken units in the game like the jagdtiger, FJ, and Obers. I mean looking at the Jagdtiger there is no way you can look at it and call it nothing more than a super tank. Shoots though shot blockers, including smoke, and can move, and gets faster turn speed and move speed from the upgrade (only like 75 ammo) and vet. How relic thought this was ok, I get the pak 43 because it has to stay in one place and is a easy arty target, but for the Jagdtiger? At the end of the day the OKW end game is way to strong and the allies are just not able to compete with it in any mode as far as I am censured. CoH 2 is not starcraft or Age of Empire were even high lvl games can be won in the first 10 or 15 minutes. In CoH 2 you very rarely win in the early game, which has always been something I have loved about the game. Two equal players most the time have a good slug match, with everything their army can bring in. In the rare time you do win in the first 10 to 15 munities it is because you are playing someone way under your skill lvl, who leaves the game rather than fight it out. In an even game you will always play a game of VP which will always push the game to late game mode. This is why I never understood why the OKW were allowed to have such a strong large game compared to other factions in a game that is won or lost in the late game. This is why in my eyes most of the time I see a win with the OKW as just a win because of your choses in army that is the best when it matters. If this makes me an allied fan boy so be it. I still stand by my opinion that the only way you will balanced CoH 2 team games is if you turn down the OKW late game, and make it weaker, or buff up the allied late game. This is also a problem in 1v1s as well. In the end team game are a good show of the balance state of the game because of the amount of resources and every unit being able to be made. Unlike 1v1s were you will never see a jagdtiger, or a su-85 in competitive play. In: COH2 Balance |
Thread: Kubel counterplay18 Sep 2014, 00:30 AM
Easy fixes change the Kubel and the MG43 around. US will have no problem with dealing with a normal mg with rifle men, and the OKW will get a HMG that scales into the late game. Should make the Kuble a CP 1 or 2 thought, again giving time for the US to have answers. In: COH2 Balance |
Thread: Brace Yourselves!!!! Tank Hunter Tatics is comming.6 Sep 2014, 05:37 AM
Well for the Encirclement Doctrine i think the save grace for it is that A. it will be very ammo intensive on a faction that already has ammo issue, and B with the added stormtroopers, each faction will have a infiltration unit. The East German faction was the only one who didn't. USF have paratroops, have JLI and FJ, and Soviet have partisans so each faction is even now, so i am ok with them. We will have to wait and see thought like many have said. Also doses any one know if the Cons only get 2 PTSR or 3, also if the con has to hit the ground to shoot the PTSR, which is the only reason PTSR suck on guards. In: Lobby |
Thread: RELIC LOOKING FOR MAP FEEDBACK!15 Aug 2014, 05:09 AM
to make all the winter maps with blizzards better, you should A. make fires cost no man power or like 5 or, 10. 50 manpower is a bit much in a close game. B. make units not freeze while fighting, and make the amount of time before units start dying from exposure longer. It is very annoying when i am fight and i have to run from a good fight because my men start freezing, also if you are in a shoot out odds are you are going to stay warm. C. increase the range or fires. This way they are not call-in or arty targets. This will not punish people for just trying to keep your min in the fight and running back to your base just to keep them from freezing. Moving away from the blizzard issue, I would also like the relic map team to spend a lot more time one maps that have been taken out of the auto matching system for all mach ups, then those that are already in the the auto matching system, making them more balanced again. THis would bring a lot more, much needed variety back to the game. In: COH2 Gameplay |
Thread: American off-map abilities need rework5 Aug 2014, 07:31 AM
I am game for these changes. In: COH2 Balance |
Thread: su-85 needs attention.5 Aug 2014, 07:00 AM
I am all for a Su-76 and a T70 change, but I think this should have its own thread. Back on topic, the Su-85 I think is fine in all respects except the pen. It needs to be able to pen heavy tanks more reliable, and it should always pen a p4. This is because of the speed and smoke the p4 has it doesn't need to armor to save it from that Su-85. Other then that I don't see much other problems with the Su-85, just need to micro it right and have mines on your flank. In: COH2 Balance |
Thread: Western Front balance points for the first balance patch 25 Jun 2014, 21:12 PM
Ok this is the first time that I have sat down and voiced my opinion on the forum about the state of balance in the game. Now I was in the Alpha and have play about 20 or so game after the release of WF so I feel I have a good bases to point out balance issue in my eyes. I will point out the issue and give my reason why they should be fixed. If you disagree with my opinion I would like some feed back on why I am wrong and your ideas on the matter. At the end of the day we all want a fun and balance game to play. The only way we will have this game is if we work together as a community, with relic to make the game better. Also sorry this is going to be long and this will only be on the OKW I will do one for each of the factions latter. OKW Building Truck What should be changed. - Truck should have light vehicle armor. - Shouldn't come until 3 or 4 minutes into the game - Shouldn't be able to crush buildings or Inf. Why we should make these changes. To start with this unit comes out way to early. This was because of the old way the OKW ECO work before they changed it to what it is now. There is no reason any more for the OKW to have a build truck first thing. They have a AT gun, StormPios, Kübelwagen, and Volksgrenadiers in the first building. They can easily wait 3 to 4 minutes (whatever the time is for a news truck comes in) for the first truck to come out. This would fixes two major problems right now. The ability of the OKW to dig in so fast, while having to do little to hold the are they plant their Battlegroup Headquarters. And, The second problem of the truck crushing infantry in the first minutes of them game would also be fixed. I also feel the truck itself as a free unit shouldn't have any ability to do damage, be it crushing Inf or destroying Buildings. Sturmpioneer Squad What should be changed. -shouldn't be the first unit for the OKW Why we should make these changes. The main reason for this is the fact that the SP is too good to be the first unit on the field. It alone can take on any unit that the soviets or americans can make in the first 4 minutes of the game. I don't mine the unit in itself, but i do mine that the OKW get the first one free. This also allows for early blobs to be made for the OKW, and can really hurt the Allies. I feel that if the OKW started with the Volksgrenadiers instead it would be more balanced. Yes they can just make a SP first build, but they have to pay for it and lower the amount of troops they have on the field, which is the reason for high cost units in the first place. They make you choses between cap presence or raw power. Raketenwerfer 43 Anti-Tank Rocket Launcher What should be changed. -cost increase to 320 manpower. Up from 270 manpower. Why we should make these changes. Ok the reasons for this change is because the Raketenwerfer is just to good for the low const of 270 manpower. This unit dose just as much damage as a PAK or a ZIS, can retreat, and go into buildings. This is more than enough of a reason to increase the cost. The Raketenwerfer in the end is just better then the other ATs, guns because of the utility, and retreat function. It also has a fast ter down and set up time which makes up for the smaller range and ark. I have had a sherman 3 hit buy these, and seen it take chunks out of soviet heavy tanks like the kv8. Not hard I know but still for 270 man power that can run before I get to deal with it. it seems like a steal. 7.5cm le.IG 18 Infantry Support Gun What should be changed. -cost increase to 480 manpower. Up from 420. Why we should make these changes. Again these unite is over performing for its cost. It has good accuracy, with its base attack. Can one shot units. It also does good damage to light tanks, and even tanks when vetted up. Has just as good accuracy as the old german mortar, with more damage. IF it is going to stay this cost it needs to have more scatter. SdKfz 251 "Stuka zu Fuß" Half-track What should be changed. -less damage and blast area for each missile -more scatter on the line. Why we should make these changes. Ok here comes the long part. The fact stand that arty in general was nerfed into the ground before WF came out. I have no idea why this was done. They said it was to stop people from bombing other people bases, but because of this nerf we get Inf blobs. The only reason people blob now a days is because they know they can get away with it, without arty to stop them. What does this rant have to do with the SDKFZ you ask. Well because of the nerf to the other factions arty, it mean that the OKW can blob and kill of any other blob or dug in position with one strike with the SDKFZ. This mean the OKW win. The SDKFZ can kill tank, building, inf, and anything else it hits. This is why the SDKFZ need to be nerfed into the ground like the rest of the arty in the game, or the other arty in the game need to be buffed back up to match the SDKFZ. If this is done I will bet you that people will stop blobing for fear of all there Inf being killed in one arty blast. Thus being the game back from A move tactics to spreading your units our and fighting taticly. Obersoldaten What should change. - less health, or easier to hit. - only good at medium and short range. NOT LONG RANGE. Why we should make these changes. I am fine with a unit having higher damage if its costs are high as well, but there should never be a god unit. I am not saying the obersoldaten are god units but they are dam closes. They can easily take any unit on 3 to 1. This is because of the high dps it has and the fact that it is good at long range. This is while all other faction are only good at close to medium range. This is a major problem that has been voiced many times, after the patch that changed the armor of INF and cover system of the game. The fact stand that if relic wants this system to work they cant have units that are good at long range, and if they have them short or medium range units have to have enough armor to close in with the long range unites. In the end most of the maps are not made to allow long range unites be played. This because of open areas with no cover, little areas to flank without running into a MG, or cover that is only given to one side of the map. This and the fact that cover get destroyed and it is to hard to make new cover again shows and need for no Long range unites. So I don't know how much of the Obersoldaten balance problems are the unit or the system. I leave that question to you all. Infared STG44 WHat should be changed -shouldn't take away from cover.l -shouldn't be able to have the accuracy buff will on the move. Why should we make these changes. Again just like the Obersoldaten it brakes the system. This upgrade again just gives the OKW inf way to much power and reasons to blob. Reason why are in the Obersoldaten and SdKfz 251 "Stuka zu Fuß" Half-track sections, and the fact that it lowers cover buffs of the attacked INF. Fallschirmjager What should be changed. -Should have AT and AI weapons, one or the other. -should come from buildings. -should be way easier to kill like all other close range inf, or other short range inf like shocks, and paratroopers should be just a tuff. WHy should we make these changes. Again a lot of the same problems of the Obersoladten, other then the fact that they are close range fights. They still pump out way to much damage, and have AT nades. This alone should be why they shouldn't be allowed to just pop out of building were ever you want. Partisan, and Paratroops are nowhere near this strong and therefore can be easily dealt with. While Fallschirmjager take much more power to stop, and then most of the time make it back to their lines because they are harder to hit. So again they need to either nerf the unit, or make it spon at base. Well that is it for the OKW, and I know that it seem I am putting a lot of hate on them, but that is the state of the game right now. The fact is that the OKW have balance so far on there side that it is hard to look at the other factions and see what is wrong with them. I will still do this for the other factions however. Thank you for reading and hope to see some feed back. In: COH2 Balance |
Thread: Never give up so long as you have a ISU.21 May 2014, 02:17 AM
We fought hard and won by the skin of are teeth. In: Replays |
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