Login

russian armor

Next patch opinions

28 Jun 2016, 16:13 PM
#1
avatar of Stug life

Posts: 4474

Ok game is almost good but we need some changes :
Usf mortar range to 60-40 or move to tier 1
Minesweeper for sturm if they go sherck
If they did not , fix the vet 3 IS bug
Fix jp4 cloak and reduce his price
Volks stg price up to 90 but they give it 3-4 (just enough to on par with bar)
Fix General recived accuracy for all unit so ost can become relevant again
T34-76 to tier 3.5 similar to aec
Lower pupchen range but give it green cover
Fix the Alvin ability
28 Jun 2016, 16:24 PM
#2
avatar of Budwise
Admin Red  Badge
Donator 11

Posts: 2075 | Subs: 2

Move USF Mortar to T1 and make it more or less equal to Soviet Mortar
Reduce Shrek cost for Sturmpios
Makes mines actually suppress
Improve Raketen survivability
Make brace durability 50% of current stats
Lower Ostwind cost to 75 fuel to make T1-T3 more viable
Add additional weapon slot to Volks so they can pick up weapons while equipped with STG
Allow Sturmpios to build caches
All emplacements take 3X damage while being constructed
28 Jun 2016, 16:27 PM
#3
avatar of Stug life

Posts: 4474

jump backJump back to quoted post28 Jun 2016, 16:24 PMBudwise
Move USF Mortar to T1 and make it more or less equal to Soviet Mortar
Reduce Shrek cost for Sturmpios
Makes mines actually suppress
Improve Raketen survivability
Make brace durability 50% of current stats
Lower Ostwind cost to 75 fuel to make T1-T3 more viable
Add additional weapon slot to Volks so they can pick up weapons while equipped with STG
Allow Sturmpios to build caches
All emplacements take 3X damage while being constructed
for ostwind we could just buff the scatter a bit if the recived accuracy changes go trought
And for brace just a 50% damage reduction is ok they already take damage while you build them
28 Jun 2016, 17:16 PM
#4
avatar of Arclyte

Posts: 692

I predict more axis whining
28 Jun 2016, 17:20 PM
#5
avatar of voltardark

Posts: 976

jump backJump back to quoted post28 Jun 2016, 16:24 PMBudwise
Move USF Mortar to T1 and make it more or less equal to Soviet Mortar
Reduce Shrek cost for Sturmpios
Makes mines actually suppress
Improve Raketen survivability
Make brace durability 50% of current stats
Lower Ostwind cost to 75 fuel to make T1-T3 more viable
Add additional weapon slot to Volks so they can pick up weapons while equipped with STG
Allow Sturmpios to build caches
All emplacements take 3X damage while being constructed


You seem to be rather calling for a major nerf of the Us faction while buffing the Axis... Appart for toning down the Us mortar and fixing bugs, the balance is rather ok for now.

Let us play for a time without bugs and with a fixed US mortar and we will see how things are later.

No rush.

Thanks
28 Jun 2016, 17:42 PM
#7
avatar of wake6830

Posts: 17

  • Nerf USF mortar to bring it in line with the standard mortars in other factions
  • Increase raketen durability
  • Increase sturmpioneer durability or give them double shreks
  • Give OKW some kind of smoke option
28 Jun 2016, 17:48 PM
#8
avatar of rein001

Posts: 87

check the win rate stats before you cry about axis .
28 Jun 2016, 17:53 PM
#9
avatar of KurtWilde
Donator 11

Posts: 440

it has only been a week man. Btw nice game against Antilles, Mr. Budwise
28 Jun 2016, 18:08 PM
#10
avatar of Budwise
Admin Red  Badge
Donator 11

Posts: 2075 | Subs: 2

Also trenches should be neutral and garrisonable by any faction.
28 Jun 2016, 18:10 PM
#11
avatar of GenObi

Posts: 556

Therea few good ideas here

What I Like:
-Give volks a weapon slot after stg grade
-reduce cost of shreck to 75 muns
-Sweeper upgrade along with weapon (shreck, flamer)
- Change the USAF Moratar to the one we tested and approve in the balance mod
-fix JP4 super stealth.

Rest is just Axis Fanboys who are really butthurt still
28 Jun 2016, 18:25 PM
#12
avatar of Omega_Warrior

Posts: 2561

-USF mortar nerf
-Underperforming commander buffs
28 Jun 2016, 18:31 PM
#13
avatar of medhood

Posts: 621

jump backJump back to quoted post28 Jun 2016, 18:08 PMBudwise
Also trenches should be neutral and garrisonable by any faction.

I doubt Relic would do that but if British Trenches could only be built in connected Friendly territory that'd be nice so they cant go on your cutoff and build a Trench they can use when ever they like
28 Jun 2016, 18:38 PM
#14
avatar of Budwise
Admin Red  Badge
Donator 11

Posts: 2075 | Subs: 2

jump backJump back to quoted post28 Jun 2016, 18:31 PMmedhood

I doubt Relic would do that but if British Trenches could only be built in connected Friendly territory that'd be nice so they cant go on your cutoff and build a Trench they can use when ever they like


I suggested this because that is how it was in COH1 and it was balanced since there was risk and reward. MG's in trenches however was not a thing and I still find kinda odd but whatever.

At the minimum trenches should be more readily killable by shreks and AT guns. Currently it seems 70% of shots just miss them even from point blank.
28 Jun 2016, 18:52 PM
#15
avatar of medhood

Posts: 621

jump backJump back to quoted post28 Jun 2016, 18:38 PMBudwise


I suggested this because that is how it was in COH1 and it was balanced since there was risk and reward. MG's in trenches however was not a thing and I still find kinda odd but whatever.

At the minimum trenches should be more readily killable by shreks and AT guns. Currently it seems 70% of shots just miss them even from point blank.

If they could bring back the building decap thing from VCoH but for Brit trenches that'd be nice, cause at the moment a Brit player can place them where ever he wants and not even have to worry about a thing
28 Jun 2016, 19:06 PM
#16
avatar of A big guy 4u

Posts: 168

jump backJump back to quoted post28 Jun 2016, 16:24 PMBudwise
Move USF Mortar to T1 and make it more or less equal to Soviet Mortar
Reduce Shrek cost for Sturmpios
Makes mines actually suppress
Improve Raketen survivability
Make brace durability 50% of current stats
Lower Ostwind cost to 75 fuel to make T1-T3 more viable
Add additional weapon slot to Volks so they can pick up weapons while equipped with STG
Allow Sturmpios to build caches
All emplacements take 3X damage while being constructed


Wow I never thought such bias would be possible. Apart from the mine suppression this is a HUGE power creep leap for axis.

Sturmpio caches? What full resources AND caches?
75 fuel ostwind? Thats just 5 more than a stuart!


Absolutely no way in hell, you are just whining for axis.
28 Jun 2016, 19:41 PM
#17
avatar of Ferdinand

Posts: 9


Sturmpio caches? What full resources AND caches?


With the resource penalty removed and the fuel costs for vehicles brought in line with other factions why shouldn't OKW get caches? The sturmpioneers need more things to do.:crazy:
28 Jun 2016, 19:47 PM
#18
avatar of TheSleep3r

Posts: 670

-Underperforming commander buffs

this
28 Jun 2016, 19:51 PM
#19
avatar of spajn
Donator 11

Posts: 927

there won't be anymore balance patches lol
28 Jun 2016, 20:32 PM
#20
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

jump backJump back to quoted post28 Jun 2016, 18:38 PMBudwise


I suggested this because that is how it was in COH1 and it was balanced since there was risk and reward. MG's in trenches however was not a thing and I still find kinda odd but whatever.


Then you should make them equal across the board. Some are free, other cost mp, some provides green cover, others provide garrison, etc.
0 user is browsing this thread:

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

760 users are online: 760 guests
3 posts in the last 24h
4 posts in the last week
23 posts in the last month
Registered members: 48722
Welcome our newest member, asherllc
Most online: 2043 users on 29 Oct 2023, 01:04 AM