Doesn't the barrage ability fire directly if you have clear firing lanes to the target? I've done this with the US Pack Howie(surprisingly good at nuking infantry like the M8A1, but too expensive) where it fires its standard shot, then barrage allows a near instant follow-up on direct-fire because it has clear lanes to the target.
I think reducing the barrage cooldown on the M8A1 and Pack Howies would help fix the indirect problems by allowing more shells to be dropped over the course of the game since both abilities allow them to fire further away, out of range from ATGs/support weapons unless it's a Pak43.
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Email: zventrsyn(ssl)ubgznvy.pbz
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Post History of miragefla
Thread: M8 Scott HMC18 Aug 2014, 17:51 PM
In: COH2 Balance |
Thread: miragefla's Wehrmacht/Ostheer Balance Ideas and Suggestions12 Aug 2014, 00:28 AM
Hence the word delusional change because it's not really needed, I just want it back since it was in a patch ages ago near the start of CoH 2 with the StuG was SU-85 lite, but its armour is not that hard to penetrate, especially since it was bumped down to 140. and the PW, it was more "if T4 is not changed to make it more viable, something needs to stick out" since prior to the changes, the PW was kind of the only real thing that one would want, aside from the odd Panther that has its problems. In: COH2 Balance |
Thread: miragefla's Wehrmacht/Ostheer Balance Ideas and Suggestions11 Aug 2014, 17:21 PM
Can we get back on-topic before I have to call a mod? This is about Ostheer balance changes and what could be changed about the faction, mainly on its underperforming T4 and certain T2 units as well as a few issues these units face. I think I'll throw another issue out there Stuka AT Support: Needs to act like the P-47 where it only goes after armour in the target area, not the infantry unless absolutely no armour is in the area. Sure it can suppress and kill one-two members off, but that's not why we call it in, and it already has its troubles like the P-47 which is tracking and hitting moving units so it should at least hit the intended target(s). In: COH2 Balance |
Thread: miragefla's Wehrmacht/Ostheer Balance Ideas and Suggestions10 Aug 2014, 20:21 PM
You gave it a suppression bulletin and it would instantly suppress then pin on the first burst and there were no received accuracy penalties on weapon crews meaning conscripts had trouble de-crewing. It also had a quick, near instant traverse speed from the slow one we have now. We should probably get away from the Maxim, however, this is about Ostheer units/systems that need changes due to being less than ideal options or needs fixing that goes to all other factions as well(MG remanning, packing-up, mortar needing to retreat instantly, stationary field pieces needing more survivability against off-maps). And to Courier, I do agree Ost can be strong and sweeping changes should be avoided, but some units like PGs likely need to go back to the state where they had .75 received accuracy instead. It won't really help them survive armour, but at least they'd be active on the field long enough to do their sustained damage. I don't think they were over-performing prior to that change though I could be wrong. They still died quickly if they got too close to the enemy. In: COH2 Balance |
Thread: My proposal to making USF more appealing 8 Aug 2014, 05:23 AM
You don't need a heavy tank to have a late-game. A strong composition of units fits this category which is why Ost can be quite powerful since they'll have Paks, upgraded grens, support crews and medium armour support if you don't go for things like Tigers. In: COH2 Gameplay |
Thread: miragefla's Wehrmacht/Ostheer Balance Ideas and Suggestions7 Aug 2014, 00:37 AM
Maybe I don't know what I'm talking about, maybe I'm a person who needs to be told L2P and a whole bunch of other things, but here's a list of what I think needs to be fixed for the Ostheer faction. I will not comment on the other factions as I don't have the experience of playing them as often, though a few suggestion can be applied to the others. I'll just generalize costs, no specifics for reductions. Heavy Tank Call-Ins: Need to be tied to tech. Make Tigers/Elephants only available at BP 3, maybe linked to the Heavy Panzer Korp, but still called-in. Command Tanks, Pumas, and maybe infantry StuG Es I think are alright, but could be moved to tiers or building requirements so as long as the other faction have the same treatment as well. Less call-in meta, the better. Battle Phases 3: BP 3 and the tech building should be cheaper in fuel and maybe MP. At around 90 Fuel and 360MP(?), combined with the other Battle Phases and structures you're investing tons of manpower and fuel for even more expensive units. MG42:This could apply to all MGs. Remann faster, able to retreat immediately even when the gunner is shot off before he reaches the weapon, just have the gun teleport at that point. Free instant reload when out of combat to it doesn't reload at the worst time possible. Mortar: Can be applied to all mortars. Needs to immediately begin packing up upon command rather than occasionally waiting if the crew decides to reposition to tube due to someone coming from a different angle or waiting a few seconds after a shell is launched. German Sniper: Health increased from 48 to either 64 or 80. Sure he's deadly but something even looking at him can mean a dead sniper and he already takes a lot of micro away from the main army to keep alive since you're going to be down half a Gren or MG along with having a very fragile unit in place of something that can hold the line better. Panzer Grenadiers: Need more survivability in either received accuracy or armour so they can survive better against small-arms. They are used more for the AT support role than anything else from what I've seen. It may be the LMG problem, but they are outshined by Grenadiers in the AI department for most purposes, including cost. 251 Flame Halftrack: Needs to arrive sooner since it appears when AT or armour is hitting the field and those 120 munitions could probably go elsewhere by then. and/or Upgrade cost less so it doesn't break the bank for a unit mainly there for support that doesn't have range or suppression like the Quad. Brummbar: Needs a lower price in fuel and/or Return its scatter value back to one. It's an expensive vehicle meant to pulp infantry, support weapons, and structures while stunning/hurting the odd tank. With its long reload it needs to be able to hit its target and since rotating counts as moving, it can be hard to get the Brummbar to hit something if it decides to rotate even a tiny bit. Probably needs hold-fire along with every other vehicle. Panther: Give it the same accuracy as the OKW Panther, possibly reduce reload time from 5.8-6.7 to 5.5-6.0 so it can be more lethal against its intended targets, other tanks. It costs 490 MP and 175 Fuel along with tech, it should be able to excel or at least do well against both mediums and heavies, but the long reload holds it back and most of the Allied tanks which are mediums, not heavy tanks. (Especially if the call-ins are changed) Range is nice, but the Panther can't sight for itself(unless using scopes) and spotters can't always be available when chasing which is utilizing its speed advantage. Osttruppen: You can't trust Osttruppen, no really you can't. They're only good in combat when they pick-up weapons, but aside from that they're pretty horrible. They should at least do some damage. Yes, they fulfill other roles, but would it hurt for them to actually be able to beat other units that are in a bad position and them in a good one? Maybe increase base accuracy of their rifles. Pak 40: Fix Target Weakpoint: needs work like the StuG where it tracks the target, not attack the ground where the target is/was at. This ability is almost pointless unless the enemy is standing still on flat ground. Pak 43 and Howtizers: More resistance to being bombed/instant-gibbed by off-maps. Pretty sure this is needed as it's kind of hard to protect these things if someone just peaks at them and then a button is pushed ensuring the loss 500-600 including vet since they can't move. -Apply to other factions as well who have similar counterparts. Maybe Needs Changing 221/222/251 HT: Both vehicles have continued to receive armour nerfs for reason I don't understand, aside from the FHT of the past. Sure they're not dying horribly to infantry small-arms, but given their timing they could maybe use a slight durability increase. I doubt you'd be seeing hordes of 221s/222 even with these changes. Panzer Werfer: Maybe a cooldown decrease from 100 to 80-90 seconds, though may not be needed if tech costs get reduced allowing it to hit the fielder sooner to build vet. Delusional Change because we all need one: StuG: I want my small target size back! Those are all I can say for now, everything else is either fine, in my opinion, or I haven't used enough (Elephant). Any criticism or comments is welcome so as long as we can keep it clean. In: COH2 Balance |
Thread: Stug G anti infantry performance 30 Jul 2014, 16:40 PM
StuGs, against infantry seem to be quite dependant on the terrain since they rely on scatter. Firing up-hill or with walls in front of them, it's not so as much missing, but more that, with their profile being so low, shots connect with the terrain unlike most vehicles which have the height to usually avoid this. If a car is in front of a StuG it will keep hitting it until it breaks before the shots can connect to the target. In: COH2 Gameplay |
Thread: Sov / Ostheer Vet 1 Infantry29 Jul 2014, 07:03 AM
It'd be nice if Panzer Grenadiers could get Mark Target again to replace med-kits. Not sure how powerful it was in Beta since I didn't use it given that PGs were god-like back then where Vet 3s could kill everything without it, but seems like something that would be more useful since they tend to be ahead due to their assault/mid-range role. 30-45 Munitions for maybe 10-15% Received Accuracy and maybe somewhere between 10-20% received damage on the marked target? Could also forces PGs to maintain LOS for it to work or it just applies to the PGs. We also have voice lines for it anyways, wouldn't mind hearing those again. In: COH2 Balance |
Thread: Wehrmacht T429 Jul 2014, 03:07 AM
I don't trust the Brummbar enough to invest in it unless the game is won. Ever since its scatter got bumped up, it has a nasty habit of missing its intended target when it rolls up because rotating also counts as moving meaning the first shot tends to miss which is vital due to its long reload. That's a unit that needs hold fire. And T4 is still too expensive to transition in smaller games when you have to pay 90 fuel to access options ranging from 160-175 fuel unless its the Pwerfer on top of, what you're stating, possible a single P4 125 for fuel and/or StuG at 80 fuel. In: COH2 Balance |
Thread: Allied Medium Tanks Overperforming/too spammable?27 Jul 2014, 19:49 PM
This is bullshit. I play 1v1 and the E8 comes at exactly the right time--about the same time as a panther. Since Panzershreks > Bazookas, the Axis are already winning the AT war, and 2 E8s (to be able to beat a panther or tiger) are 270 fuel. The E8 should be inferior to the Panther but only barely. How many high-level replay games do we see the Panther being deployed outside of OKW, again? In: COH2 Balance |
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