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[FBP] Balance Patch game Med vs Pit

by DonnieChan 20th July 2017, 20:58 PM
Faymonville Approach (2)
Faymonville Approach
  • [00:00:42] DonnieChan: seems better now
  • [00:00:46] Finndeed: good
  • [00:06:31] Finndeed: lol
  • [00:30:25] Finndeed: interesting
  • [00:30:29] DonnieChan: hat
  • [00:30:31] DonnieChan: what
  • [00:30:33] Finndeed: i dont think going med is any good
  • [00:30:40] Finndeed: but mech is great
  • [00:30:49] DonnieChan: pumas really did something
  • [00:30:53] Finndeed: yeah
  • [00:30:55] DonnieChan: however i had no at gu
  • [00:31:09] Finndeed: you had mine
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Patch: 3.0.0.21729
Duration: 00:31:12
20 Jul 2017, 20:58 PM
#1
avatar of DonnieChan

Posts: 2260 | Subs: 1

In this game you can see a mortar pit vs Med HQ tech. it had like 30 kills in the End. Brace and Stand fast kept it alive a long time. At the same time trench hopping allowed me to easily win several infantry engagements. Also british infantry seem to drop models scarcily.

At the End Puma vs comet fights

Luchs and Puma seemed quite potent. Not sure about the Stuka: seemed OK for me
21 Jul 2017, 10:06 AM
#2
avatar of Finndeed
Strategist Badge

Posts: 612 | Subs: 1

I don't think the Kubel needed to be changed, I thought it was fine as was. Any two Kubel strat is now dead in the water, which i think is a shame as it took skill to pull off, and was quite counter-able.

The mortar pit is still OP; it is OP because of its lethality. Here you can see that due to the range nerf on the LEIG, it couldn't reliably cause issues for the brit player, mostly because the LEIG couldn't survive more than two or three return shots (which happen very quickly). The range on the mortar pit, is partyly an issue but only because it is so accurate and deadly. In order to balance the mortar pit I believe it should have high range (because its static) but, also have a minimum range and have low accuracy and lower lethality. On a side note i think their still need to be some kind of resource drain on the mortar pit to make it 'bleed' somehow.

As if the raketten wasn't bad enough, it now dies fastest, making it almost impossible to stick in a fight to finish off an escaping target. Nerf its late game vet not its early game...

Brit trenches are indeed one of the worst design decisions ever made in this game. Make them the same as any other trench. PLEASE!

Meta with OKW will continue to be Mech into fast luchs, which is still a horrible meta.

21 Jul 2017, 12:47 PM
#3
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 35

I don't think the Kubel needed to be changed, I thought it was fine as was. Any two Kubel strat is now dead in the water, which i think is a shame as it took skill to pull off, and was quite counter-able.


Yeah for me is the new Kübel good as well.


The mortar pit is still OP; it is OP because of its lethality.

Well in teamgames( 3vs3, 4vs4) they still are death. Without even use arty.
https://www.coh2.org/replay/62377/balance-patch-preview


Brit trenches are indeed one of the worst design decisions ever made in this game. Make them the same as any other trench. PLEASE!


Can you explain why?
21 Jul 2017, 13:25 PM
#4
avatar of Finndeed
Strategist Badge

Posts: 612 | Subs: 1



Yeah for me is the new Kübel good as well.

Sorry i'm not sure what you mean here?

Well in teamgames( 3vs3, 4vs4) they still are death. Without even use arty.

https://www.coh2.org/replay/62377/balance-patch-preview

If you are saying that in team games the mortar pit is weak, then i can't really comment as i'm not a team game player. In 1v1 still seems broken and to be honest the fact the brit play can now get it as soon as 240mp makes in more accessible.

Can you explain why?

Because its a build-able garrison that only brits can get in. That means there is no counter play over who controls it. If you throw a nade and the brit squad gets out, you cannot get in (like with houses) meaning they can, at leisure, get back into the trench. In this replay you see that Donnie build 2 trenches next to each other, when i throw a flame nade at one he simply got in this other. So i would need 2 volks grens to throw 2 flame nades to have a chance of winning the fight.

With the mortar pit in support you cant stay still. The Mortar pit also helps counter any attempt to force them out using indirect fire.

The trenches are also VERY difficult to destroy and you can spawn commando's out of them... Insult to injury.
21 Jul 2017, 13:37 PM
#5
avatar of aerafield

Posts: 2984 | Subs: 3


https://www.coh2.org/replay/62377/balance-patch-preview

If you are saying that in team games the mortar pit is weak, then i can't really comment as i'm not a team game player. In 1v1 still seems broken and to be honest the fact the brit play can now get it as soon as 240mp makes in more accessible.

Can you explain why?

Because its a build-able garrison that only brits can get in. That means there is no counter play over who controls it. If you throw a nade and the brit squad gets out, you cannot get in (like with houses) meaning they can, at leisure, get back into the trench. In this replay you see that Donnie build 2 trenches next to each other, when i throw a flame nade at one he simply got in this other. So i would need 2 volks grens to throw 2 flame nades to have a chance of winning the fight.

With the mortar pit in support you cant stay still. The Mortar pit also helps counter any attempt to force them out using indirect fire.

The trenches are also VERY difficult to destroy and you can spawn commando's out of them... Insult to injury.


+1 that Brit trenches need their password protection against other factions removed

But they should keep their 50mp (or reduced to 25mp) investment because unlike other trenches, the brit trench can also be built in neutral or enemy territory
21 Jul 2017, 13:56 PM
#6
avatar of Finndeed
Strategist Badge

Posts: 612 | Subs: 1



+1 that Brit trenches need their password protection against other factions removed

But they should keep their 50mp (or reduced to 25mp) investment because unlike other trenches, the brit trench can also be built in neutral or enemy territory


TBH just make it the same as the other trenches, not need to make them any different :)
22 Jul 2017, 07:28 AM
#7
avatar of Demo18

Posts: 6

Please help I downloaded the replay and i cant watch it.
22 Jul 2017, 07:32 AM
#8
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 35

jump backJump back to quoted post22 Jul 2017, 07:28 AMDemo18
Please help I downloaded the replay and i cant watch it.


Do you have installed the mod FBP?
24 Jul 2017, 14:24 PM
#9
avatar of Demo18

Posts: 6



Do you have installed the mod FBP?


No what is it ? Do i have to install it to the game or something ?
24 Jul 2017, 14:26 PM
#10
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 35

jump backJump back to quoted post24 Jul 2017, 14:24 PMDemo18


No what is it ? Do i have to install it to the game or something ?


FBP= Fall Balance Patch mod

Download here:
FBP Mod

Patchnotes
24 Jul 2017, 18:22 PM
#11
avatar of Demo18

Posts: 6



FBP= Fall Balance Patch mod

Download here:
FBP Mod

Patchnotes


... Oh i get it, thank you so much.
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