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Thread: Conscript PPSH assault package6 Nov 2020, 15:09 PM
I think conscript Ppsh upgrade is fine. Way better designed than some other no-brainer no-downside weapon upgrades. In: COH2 Balance |
Thread: Aerohanks balance changes to improve combined arms play.6 Nov 2020, 14:00 PM
Yes, those are differences with the units. But why are they all OK but not penals? Penals also have downsides that can easily be listed - no snares, bad grenade, no sprint, weaksauce AT upgrades. Why would giving Soviets some options for build order diversity that other factions already have be so problematic? In: COH2 Balance |
Thread: Aerohanks balance changes to improve combined arms play.6 Nov 2020, 13:47 PM
How different is it really from having 280mp tommies and 300mp Sturmpioneers, sprinting assault grens, and MG42s available before minute 1? In: COH2 Balance |
Thread: Aerohanks balance changes to improve combined arms play.6 Nov 2020, 12:37 PM
I don't agree with the infantry having too much power. I remember in the first years of coh2 infantry was a lot less potent with their rifles, and it wasn't good; conscript would always oorah straight into the enemy to molotov them (which had a chance to cause crits), and flanking and using cover was less rewarding as it mostly came down to who got the better grenade off during engagenents rather than who had better positioning. Earlier Penals would be more strong than they are now, but they don't have sprint and are more easily supressed by HMGs, which the OKW player will also be able to get after the first truck in my suggestion, so both axis forces will have them very early on. In: COH2 Balance |
Thread: Aerohanks balance changes to improve combined arms play.2 Nov 2020, 12:40 PM
Guys, please don't polute the thread with maxim suppression statistics when there is a perfectly good other thread for that on the first page. In: COH2 Balance |
Thread: Aerohanks balance changes to improve combined arms play.2 Nov 2020, 11:14 AM
Soviets: The problem with the maxim supression is that by the time it hits the field (usually after at least 4x cons and Zis3), enemy soldiers will have some Vet and grenades unlocked. In early engagements (as seen in team games), the supression is quite fine. By allowing builds with early maxims in 1v1, it becomes possible to get some supression in early and have some Vet available by the time grenades enter the picture, which you can then counter with Sustained fire. Penals/sniper builds are not very strong at the moment and as Soviets you will usually struggle hard for mapcontrol if you go for them (the up-front investment of 160MP is just too high, you are almost playing with a squad down) The only thing that keeps you on the field is the m3 flame clown car, but this is locked by munitions more than Manpower.
By shifting the MP around as in my suggestion there shouldn't be any change at all to Ostheer unit timings except for when they T1 skip, which is a strategy that has dominated the meta for a long now. Changing tier timings will effect every possible build, even the ones that are fine right now. In: COH2 Balance |
Thread: Aerohanks balance changes to improve combined arms play.2 Nov 2020, 09:54 AM
I want to suggest a few minor changes to improve combined arms play. Currently there is a lot of infantry spam going on, with weapon teams only entering the fight later on. I think this is mainly due to the timing of when weapon teams are available and the up-front cost required to get them, which often leaves players lacking in map control if they do anythinfg other than build 4 basic infantry units. For this topic I want to focus on Soviets, Ostheer and OKW. Soviets: T1 and T2 cost reduced by 80MP T3 cost increased by 80MP This change will allow for the earlier incorporation of Maxims and penal troops into the build order without having to spend too much resources on tech, while not buffing T70 timing. OKW MG34 available after 1st truck purchase instead of deployment Truck cost reduced by 20MP. All tech structures increased cost by 20MP. Self explanatory. Allows for much earlier MG34 which means more build order options for OKW who are now often resigned to building 4 Volks. Ostheer: 50MP starting bonus removed T1 cost reduced by 50MP. This change doesn't impact normal builds at all but it puts a slight brake of T1 skip builds which are overperforming. It stimulates mixing Ostruppen with normal grens and snipers/mortars for more combined arms play. In: COH2 Balance |
Thread: Grenade for conscripts or penals30 Oct 2020, 22:08 PM
Why would Penals get a weak grenade? Why not a deadly grenade like other anti-infantry specialists? Regardless, I don't like the idea. It's a faction flavor that it has more arty and fewer grenades and I would like to keep it that way. In: COH2 Balance |
Thread: an OKW and SOV balance question30 Oct 2020, 20:17 PM
MG34s and Maxims don't see much action because their tech requirements are restrictive (and because the maxim is too expensive for what it does). By the time you unlock them you are better of spending your MP on other units. For OKW an option would be to lock MG34 behind 1st truck build instead of 1st truck deployed. For Soviet an option would be to make T1/T2 cheaper and T3 more expensive. In: COH2 Balance |
Thread: Commandos are too good!30 Oct 2020, 13:52 PM
You are unironicly saying that commandos should take as little damage as possible otherwise you are playing them wrong in the same thread where you argue that commandos have "great EHP". In: COH2 Gameplay |
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