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Winter Balance Patch Analysis

22 Mar 2017, 17:31 PM
#2
avatar of Dangerous-Cloth

Posts: 2066

Great work! I loved the jokes at the end :)
22 Mar 2017, 19:19 PM
#3
avatar of AmiPolizeiFunk
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Patrion 15

Posts: 16698 | Subs: 12

Hell'uva review boieesh! Impressive! <444>3
22 Mar 2017, 19:33 PM
#4
avatar of __deleted__

Posts: 4314 | Subs: 7

Hell'uva review boieesh! Impressive! <444>3


Thanks Ami :snfAmi:
22 Mar 2017, 20:00 PM
#5
22 Mar 2017, 20:03 PM
#6
avatar of MajorBloodnok
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Patrion 314

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Lots of hard work by the team here. :thumb:
22 Mar 2017, 20:34 PM
#7
avatar of chipwreckt

Posts: 732

22 Mar 2017, 21:16 PM
#8
avatar of siuking666

Posts: 707

brit cancerplacements and comets unnerfed. 0/10 :(
22 Mar 2017, 22:35 PM
#9
avatar of le_saucisson_masque

Posts: 485 | Subs: 1

great analysis from a coh2 top tier player -_-
22 Mar 2017, 23:02 PM
#10
avatar of sherlock
Patrion 14

Posts: 550 | Subs: 1

Great write-up. Nicely done.

However, some of the comments do strike me as odd:

These changes will turn the T-70 into a multirole light tank that can take more punishment rather than a short lived squad wiper. The T-70 will be more effective in the late game as flank cover against lone squads thanks to the vet bonuses, and capping options, or as a spotter for the Soviet tank destroyers. The nerfs to its AI capacity will decrease its ability to wipe squads, but the T-70 will still be dangerous after achieving veterancy or if left on the field without a counter.

The changes have not expanded the t70's role in any capacity. It still fulfills the same role(s) it did before.
The t70 had arguably more survivability with the self-repair ability which enabled it to shrug off snares. The ability made it effectively a 400 hp unit for a cost with the bonus of being able to get out of situations where it clearly shouldn't have. To state that it takes more punishment is a bit of a stretch.
The vet bonuses do not improve its lethality (rightfully so) beyond what it was, unless I somehow missed to recognise that in game (WBP 1.9), ergo the t70 will not be more effective against lone squads (also rightfully so). The comment about its improved effectiveness seems particularly weird since it's contradicted by the sentence that follows it.
Last but not least, the capping option (no s) is not a new feature and has always been there. The thing that has changed is that its usability has been improved due to the fact that it is now triggered by the spotting mode button where it required the two to be activated separately in the past.
In summation, none of the changes have made the t70 a superior late game unit compared to the old version or have expanded its intended use (role). It is however more predictable (consistent), both for the user and the person facing it, in its damage output and less of a squad wiper, which was the point of the changes. This might be worth to point out.

The USF now really needs to rely on combined arms to see great success. The Lt. tier vehicles have been buffed to be useful, and the Axis units returning to a balanced state. Players will now have to choose whether to go for a Lt. or Cpt. depending on the situation, but I would say the Cpt. will still be the go-to as it contains the ATG, which is essential for most games. Removing the double LMGs from the weapon racks and reducing received acc is a nice way of reducing the effectiveness of blobbed Riflemen.

None of the tier 1 vehicles have seen buffs. The m20 stayed pretty much the same and the m15 was nerfed. I think what was intended here, was to point out that these vehicles might have been potentially made more attractive due to the nerfs to the stuart and the usability changes.

To continue, the Raketenwerfer was just a shadow of any other ATG in the game. With its ground-shooting fetish removed so it'll actually hit stuff, its value is greatly increases.

The raketten remains largely the same when it comes to its accuracy. The bugfix that resolves the issue of permanent penalties to accuracy if crew members die to suppression units, won't have much effect on the overall performance. If there was a ground-shooting "fetish", it will still be present after the patch ;)

These are extremely nit-picky, but they seem quite odd to me.


Thanks for the great read and all the work that went into this. :)
23 Mar 2017, 01:49 AM
#11
avatar of Mistah_S

Posts: 851 | Subs: 1

My, my, what a write up!
Great work to all involved!

Quick question:
Does the offmap callin ability also include the screaming stuka?
23 Mar 2017, 16:40 PM
#12
avatar of __deleted__

Posts: 4314 | Subs: 7

Great write-up. Nicely done.

However, some of the comments do strike me as odd:


The changes have not expanded the t70's role in any capacity. It still fulfills the same role(s) it did before.
The t70 had arguably more survivability with the self-repair ability which enabled it to shrug off snares. The ability made it effectively a 400 hp unit for a cost with the bonus of being able to get out of situations where it clearly shouldn't have. To state that it takes more punishment is a bit of a stretch.
The vet bonuses do not improve its lethality (rightfully so) beyond what it was, unless I somehow missed to recognise that in game (WBP 1.9), ergo the t70 will not be more effective against lone squads (also rightfully so). The comment about its improved effectiveness seems particularly weird since it's contradicted by the sentence that follows it.
Last but not least, the capping option (no s) is not a new feature and has always been there. The thing that has changed is that its usability has been improved due to the fact that it is now triggered by the spotting mode button where it required the two to be activated separately in the past.
In summation, none of the changes have made the t70 a superior late game unit compared to the old version or have expanded its intended use (role). It is however more predictable (consistent), both for the user and the person facing it, in its damage output and less of a squad wiper, which was the point of the changes. This might be worth to point out.


T70 got buffed in terms of utility. Right now it serves much better as the flank keeper in the lategame than before. Health buff means that the T70 will be able to each 1 additional tank shot and still survive. And believe me, most axis tanks won´t dive in, risking their lives, in order to land 3 succesfull shots on fast, small t70.

This is biggest buff, you can use it on a lone flank, while keeping her safe, because of health buff


None of the tier 1 vehicles have seen buffs. The m20 stayed pretty much the same and the m15 was nerfed. I think what was intended here, was to point out that these vehicles might have been potentially made more attractive due to the nerfs to the stuart and the usability changes.


They were inderectily buffed by cost increase to 222 and nerf to luchs


The raketten remains largely the same when it comes to its accuracy. The bugfix that resolves the issue of permanent penalties to accuracy if crew members die to suppression units, won't have much effect on the overall performance. If there was a ground-shooting "fetish", it will still be present after the patch ;)

These are extremely nit-picky, but they seem quite odd to me.


Thanks for the great read and all the work that went into this. :)


Rakketen is much better than before, mainly because of aiming time standardisation time, now it fires once set up.

24 Mar 2017, 06:34 AM
#13
avatar of mackz

Posts: 5





Rakketen is much better than before, mainly because of aiming time standardisation time, now it fires once set up.



Yes, but as pointed out, this will only lead to the rakketen hitting the ground faster than before ;)
24 Mar 2017, 16:05 PM
#14
avatar of __deleted__

Posts: 4314 | Subs: 7

jump backJump back to quoted post24 Mar 2017, 06:34 AMmackz


Yes, but as pointed out, this will only lead to the rakketen hitting the ground faster than before ;)


I don´t know if you, but I often face problem that raketten is too slow and enemy flanks it before raketten can even fire.

Also for me, it´s not hitting ground so often. I think I have bigger problems with fire-time than ground hitting
25 Mar 2017, 13:57 PM
#15
avatar of strafniki

Posts: 558 | Subs: 1

SeemsGood
26 Mar 2017, 14:09 PM
#16
avatar of Vipper

Posts: 13496 | Subs: 1

Good analysis but some point I would also like to make:

The changes in camo affect some units allot (Commandos, Partisans....) but there are some units/abilities that are strangling that will be affected the most imo:

Rakketen is based on camo especially its veterancy bonuses so imo the unit will probably need to be looked at.

JP this in not bad but is simply not cost efficient being to expensive and having a high cost as a counter to medium tanks and not enough penetration as heavy tank counter. Imo this unit will be effected allot by the camo changes and it should be looked at.

Ambush camouflage ability for infantry (it will probably still be worth for hmgs). This ability has received multiple nerfs and this is probably the nail in coffin making the ability not cost effective. It should imo be looked at.

On other issues:
I surprised that no one mentioned or razed concerns that buff in PTRS deflection damage that imo is massive and will have an impact on the game.

I am also surprised that no one razed concerns on the new piats being used to blob conscripts in 2vs2 games via the M5 or generally allowing UKF to rely heavily on blobbing infantry securing MU and caring less for Fuel.
9 Apr 2017, 03:10 AM
#17
avatar of Grumpy

Posts: 1960



Rakketen is much better than before, mainly because of aiming time standardisation time, now it fires once set up.



I've still been having problems with it hitting the ground on maps where it is shooting uphill. I'd gladly give up camo for a PAK 40.
9 Apr 2017, 07:39 AM
#18
avatar of __deleted__

Posts: 4314 | Subs: 7

jump backJump back to quoted post9 Apr 2017, 03:10 AMGrumpy


I've still been having problems with it hitting the ground on maps where it is shooting uphill. I'd gladly give up camo for a PAK 40.


But then you will have to change spios to pios, OKW p4 and p5 to ost p4 and p5. Luchs to 222 and so on and so on.

You cannot have the Ostheer 2.0 without any cons. Even right now the OKW is better and stronger than the Ostheer. If you love the pak 40 so much, then go and play with the Ostheer. The OKW was never meant and shouldn´t be the Ostheer on the steroids. Each of them should have their pros and cons, feel unique and balanced.

Balancing all factions by homogenising them into a 1 faction is not the way.
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