Sandbags
We are increasing the time it takes to build sandbags for a select number of units. This will make it more of a strategic choice to build sandbags, because building them in the early game will hinder the pace at which the map can be captured. This should encourage players to build sandbags only in vital locations, rather than putting them everywhere their line infantry goes to capture points.
- Sandbag build time increased from 12 to 18 seconds for Infantry Sections, Riflemen and Volks
How about mainline infatry also requiring vet 1 to build sandbags. That would delay the use of them a bit.
I think 18 seconds is already good enough, no need for vet 1 |
Me? hrm. Probably along the lines of either making them beefier, lowering their reinforce cost and increasing their close range damage at vet 2 probably, the main problem right now is that they don't really have much in durability or sustained combat, and despite being significantly cheaper than say rifles, end up being outnumbered or evenly match in terms of numbers but will end up still losing the majority of their engagements.
TLDR: Buff firepower or make them more durable.
I rather choose more durable, maybe we modify the vet system a bit? Rather then having -20% damage at vet 3, how about we modify it like this?
Vet 1: Unlock healing kit (only 10muni) & -10% damage
Vet 2: Increase accuracy 40% (the same as before)
Vet 3: further -10% damage
Or do you mean they are not even durable enough before vet 1 like the new system I suggest?
Because I play mainly 2vs2, My Grenadier at the start of the game usually clump up as a group of 2 - 3 together but I understand that you 1vs1 players have to spear them out around the map so durable is need.
P/S: I know my suggestion is flaw, I'm happy to hear your critic, thanks (also sorry about my English, it is not my native language) |
Switch brain on moron, i was supporting your suggestion.
Sorry, English is not my native language, I thought you mean stop making dumbass suggestions.
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i actually agree with this... ISU + ram/IL-2 is fckn broken in teamgames soo + 1 for this...
in any case id still like to rework the T-34 and ram... the base unit most definitely needs some change and improvement to be usable outside of ram/offmap combos...
Thank you.
ISU-152 and IL2 bombing run shouldn't be in the same commmander just like Stuka bomb drop shouldn't be in the same doctrine as Elefant.
Right now both of these Axis and Allies Commanders have something that capable of long range anti-tank / infantry and also capable of destroy enemy static arty equipment.
I agree that T34/76mm shouldn't be a vet ability because some other Soviet doctrines like anti-tank overwatch or Soviet Airbone doctrine need the Ramming ability to work with but ISU-152 commanders is straight up broken because of Ramming right now.
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If you don't want to lock the T34/76mm ramming in vet 1 then please remove IL2 bombing run from the ISU-152 commander.
Right now in 2vs2 SoV can just stall for time until ISU-152 come out and wipe axis infantry left and right.
If Wehr bring out an Elefant or OKW bring out Jadtiger, SoV can just throw a fresh T34/76mm to ram and drop IL2 bombing run on those tank-destroyers.
So if you don't like what happen to Ramming in this new patch then please tell the Dev / Balance team to move the IL2 bombing run out of both ISU-152 commander
And yeah sure do the same to Stuka bomb drop in Elefant commander |
So i've played a few games, mainly wehr vs usf/sovw, haven't tried much else. My main thing i drew away from it was that the meta will remain exactly the same for wehr and even more stale now than before, with 5man grens being nerfed there isn't really any value to sacrificing your early game with shitty grens when you could simply just get ostruppen, and if you nerf ostruppen the faction becomes nigh unplayable now.
Like the incentive before with 5man grens was that you'd get a really overpowered squad but you would smash asunder your early game, now that that's gone there's no point in going 5man because you're destroying your early game for a mid-level squad at best. And honestly why would anyone even wanna bother? Just go ostruppen.
I feel like these changes are trying to do magic here more than anything, you can't decide to make the meta less stale by ignoring the glaring issues a faction has. grens aren't good mainline and haven't been. And this refusal to buff them to make them usable will always force people into alternatives that avoid them, Assgren/ostruppen. If you want the 1v1 meta to stop being stale, then you simply have to buff them. There isn't any other solution that really exists for it.
Hi, I'm agree with your ideal but I got a question:
Let's say you are in the balance team, what would you do to balance The Grenadier? (Cheaper? non-doctrine 5 man upgrade, lower reinforce cost?)
I know that you a top 1vs1 player so I wanna hear your input because right now most Wehr coh2 replay 8 out of 10 are Ostruppen or Assault Grenadier or 5 man grenadier squad.
Thanks! |
If you have played coh2 Western front army since its launch, you will notice OKW faction has received most dramatic changes for its faction tech tree design.
However, been playing OKW quite recently, it would be good to redesign a little bit, do you agree?
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I agree with all of your 3 points, these should be change or at least the medic come from HQ should be priority: No faction ever in this game required the player to choose between teching or not.
Panzershreck upgrade on SturmPio should be 60 muni just like a normal upgrade cost.
I also feel like the infantry gun right now is too p/p: if you equip 25% ability cooldown then 2x infantry gun can rekt Allies defensive play too effective, I have seen my teammate OKW 2x infantry gun effectively counter USF Howizter and UKF Mortar bunker, inflict long term damage and only get into danger when Callipope, Katchusa or Land matress come out. ( by late game those IGs would have pay themselves long ago and cause too many mp bleed for enemy ).
Right now on maps like Rails and Metal I usually build a medic bunker for my OKW mate, make it faster for him to come out to fight rather than running back to base THEN running to his medic HQ to heal and then start attacking again |
Volks should be ahead of them if you're going on the offensive. Falls have better long range dps then volks anyways, and they're not meant to be used offensively at the front of a push. I think the only situation where they should be ahead of volks is for ambush
Imo that's like saying shocks long range dps is really low. That's part of the units design
This guy got it right: you send meat bag like Volksgrenadier upfront to take the hit, Ober / Falls move right behind to get their sneaky damage and vet
Right now Falls is in good place no need to tweak anything unless you gonna make them pop out of building again and not flying in |
Yeah let's have Ostheer autowin every game, why not?
So other faction if they lost 1 model from most of their 5(6) man squad it's okay for them to recrew support weapons but if Ostheer losing 1 model they are forbid to? Because what? Ostheer too OP?
Well, Ost are the most defensive faction in play style, so they should not be extending their team weapons to where they are difficult to recover, and equally they *should* have a harder time than other factions stealing the enemys stuff. Compared to Soviets, who are probably the most aggresive (in terms of pressure), have the best chance of recovering enemys weapons. Its all part of intended faction design.
in 2vs2 it's kinda common to see rockets flying arounds in late game, it's not just about stealing enemy stuff, sometimes it's outright denied Ostheer to recrew their support weapons if we consider Allies pushing right behind rocket, they can shoot 1 model from any Ostheer squad they can't no longer recrew anything to retreat with it ( unless you have a halftrack / reinforce bunker right behind it but then you gotta wait, enemy can keep shooting and you risk the chance of bleeding more manpower )
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as a 2vs2 player, I feel like in late game Conscript 7th man squad is not only improve firepower but thanks to the extra man, they can stay on the field even longer and more chance of not getting wiped when retreat.
Also, in 2vs2 consider the late game is not just like early game where it's purely infantry vs infantry, we have tons of thing that can wipe support weapons ( mortar, AT gun, MG ) such as Rocket, ISU, Brumbar v.v.v
=> Now with the extra man, it's even easier for Conscript to steal this stuff and can even stay and fight if they want ( 4 models left if squad is intact after recrew support weapons)
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Consider that it's " taboo " to asking for 5th man Grenadier non doctrine at tier 4 ( Even after the suggested that they are forbid to upgrade to 5th man IF they previously have upgrade with LMG42 )
=> Is it possible to ask for lower the required model that Ostheer need to recrew something?
Example: Only need 2 models from 4 man squads (Grenadier, PanzerGrenadier, Pioneer) to pick up support Weapons.
Right now if Grenadier Squad only have 3 models then you don't even think about picking up anything and top tier players will focus on shooting down Gren to 3 mans to disabled the ability to pick up |