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COH2 winter balance mod - discussion

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25 Jan 2020, 10:02 AM
#261
avatar of ZeroZeroNi

Posts: 1563

jump backJump back to quoted post25 Jan 2020, 09:44 AMKatitof

No, but they are entitled to stomp incomparably cheaper squads that require zero side costs investments.

Ass engineers cost less and still beat them in a straight fight.
25 Jan 2020, 10:05 AM
#262
avatar of Spanky
Senior Strategist Badge

Posts: 1820 | Subs: 2

Is it called a summer patch here in Australia?
25 Jan 2020, 10:09 AM
#263
avatar of ZeroZeroNi

Posts: 1563



Pgren and stumpio can win outright vs unupgraded section event in section's ideal scenario (close in from max range vs gren cover). Vs upgraded sections, stum and pgren can still win in certain situations.

Sections do require combine arm as much as any others mainline.

That is not the point. Grens cant attack positions as well as cons/penals/rifle. And Section are better at holding position better than grens/volks. Why should section who can hold territory better than vs grens/volks against weaker attackers be just as good as them in the attack??? Huh????
25 Jan 2020, 10:10 AM
#264
avatar of Selvy289

Posts: 366

The sturmtiger rocket does seem to hit the ground (crater) before max range. Just throwing it out there, maybe increase the max range to 45 or reduce the aim time from 4 to 3 seconds? If not, perhaps giving its acc/dec a small boost because its very low (1.6 acc - 1.7 dec currently).

Idk whats best, its a tricky unit to get right.
25 Jan 2020, 10:15 AM
#265
avatar of Katitof

Posts: 17875 | Subs: 8


Ass engineers cost less and still beat them in a straight fight.

How 280mp ass engies are cheaper then 280mp ass tommies?
How are ass tommies losing to them, when they have IDENTICAL stats for target size and weapons?
Where is the limit of the asspull you're going for here?
25 Jan 2020, 10:24 AM
#266
avatar of blvckdream

Posts: 2458 | Subs: 1

jump backJump back to quoted post25 Jan 2020, 03:27 AMCresc
Can you at least confirm if you're going to add Ostheer buffs later on? Are you working on it?


This and I am curious if they want to nerf some of the really broken stuff like IL2 Rocket Strafe instead of more token changes like USF grenade package 50 MP cheaper.

Other things that need to be looked at:

- Scott is way too durable needs to lose smoke or HP
- Jackson still too good, brainless unit with no weakness
- Pak Howitzer still too good compared to Leig, Mortars
- AOE of heavy tanks and ISU needs to be reduced slightly, they wipe infantry too much
- SVT Cons limited to 3 SVTs instead of 4
- Rear Echelon rifle grenade needs to stop being a passive ability
- Cromwell needs some sort of defining strength instead of just being meh at everything
- Firefly still too bad IMO, even though a Jackson nerf would make it more balanced in a way
- Brummbär needs to get some of it's recent nerfs reverted, either armour or range
- Panther needs a bit more accuracy
25 Jan 2020, 10:44 AM
#269
avatar of T.R. Stormjäger

Posts: 3588 | Subs: 3



This and I am curious if they want to nerf some of the really broken stuff like IL2 Rocket Strafe instead of more token changes like USF grenade package 50 MP cheaper.

Other things that need to be looked at:

- Scott is way too durable needs to lose smoke or HP
- Jackson still too good, brainless unit with no weakness
- Pak Howitzer still too good compared to Leig, Mortars
- AOE of heavy tanks and ISU needs to be reduced slightly, they wipe infantry too much
- SVT Cons limited to 3 SVTs instead of 4
- Rear Echelon rifle grenade needs to stop being a passive ability
- Cromwell needs some sort of defining strength instead of just being meh at everything
- Firefly still too bad IMO, even though a Jackson nerf would make it more balanced in a way
- Brummbär needs to get some of it's recent nerfs reverted, either armour or range
- Panther needs a bit more accuracy


- Agree on Scott, give it 5 or 10 range and dies in 2 shots
- Armour nerf for M36
- Remove autofire from pak howie, buff barrage
- That or increase cost to around 300 fuel.
- SVT cons are fine
- RE rifle grenades were badly designed from the start. Should have been a copy of Grens’ rifle nade.
- Cromwell needs to be 140 fuel and actually strong
- FF is fine
- Brummbar needs a buff for sure
- Panther needs a slight buff. More accuracy is good, but personally I’d reduce vet requirements.


Also can we stop derailing this with pointless DPS comparisons that nobody cares about?
25 Jan 2020, 12:16 PM
#272
avatar of Acidfreak

Posts: 281



This and I am curious if they want to nerf some of the really broken stuff like IL2 Rocket Strafe instead of more token changes like USF grenade package 50 MP cheaper.

Other things that need to be looked at:

- Scott is way too durable needs to lose smoke or HP
- Jackson still too good, brainless unit with no weakness
- Pak Howitzer still too good compared to Leig, Mortars
- AOE of heavy tanks and ISU needs to be reduced slightly, they wipe infantry too much
- SVT Cons limited to 3 SVTs instead of 4
- Rear Echelon rifle grenade needs to stop being a passive ability
- Cromwell needs some sort of defining strength instead of just being meh at everything
- Firefly still too bad IMO, even though a Jackson nerf would make it more balanced in a way
- Brummbär needs to get some of it's recent nerfs reverted, either armour or range
- Panther needs a bit more accuracy


If they remove the il2 rocket strafe then the commander will be officially dead.
Aiming the rocket strafe requires some skill and it is extremely easy to dodge the strafe. Not to mention it huts the world objects like a house or tree nearly half the time. If the t34 rams you or you get engine crit then its the player's fault. Enemy team sacrificed a 300 mp 90 fuel plus 100 ammo incase of il2 rocket and 200 in case of il2 precision bombing to kill a tank.

If it gets nerfed (it was nerfed before. Airborne guards suppression was nerfed too while in testing) then iMO the commander will be useless.
25 Jan 2020, 12:19 PM
#273
avatar of blvckdream

Posts: 2458 | Subs: 1



If they remove the il2 rocket strafe then the commander will be officially dead.
Aiming the rocket strafe requires some skill and it is extremely easy to dodge the strafe. Not to mention it huts the world objects like a house or tree nearly half the time. If the t34 rams you or you get engine crit then its the player's fault. Enemy team sacrificed a 300 mp 90 fuel plus 100 ammo incase of il2 rocket and 200 in case of il2 precision bombing to kill a tank.

If it gets nerfed (it was nerfed before. Airborne guards suppression was nerfed too while in testing) then iMO the commander will be useless.


Ah. The "getting rammed is the player's fault" non-sense again. Absolutely crazy how people can keep saying this. It's like they don't even play the game. The IL2 rocket strafe in competent hands is completely OP. The only way you could say it isn't is if you were super bad and played against elo-players that don't know what they are doing. I would go as far as saying the ram + IL2 rocket combo is the most cheesy strategy in COH2 at the moment.
25 Jan 2020, 12:29 PM
#274
avatar of T.R. Stormjäger

Posts: 3588 | Subs: 3

IL2 rocket strafe should be a loiter, just like the JU87 AT strafe.
25 Jan 2020, 12:31 PM
#275
avatar of Vipper

Posts: 13476 | Subs: 1

Ram simply needs to be looked at.

The ability become OP after the pacht allowed to cause stun even without penetrating.

To make thing even worse more abilities that simply delete armor become available to Soviets making these combos extremly cheease.
25 Jan 2020, 12:41 PM
#276
avatar of blvckdream

Posts: 2458 | Subs: 1

jump backJump back to quoted post25 Jan 2020, 12:31 PMVipper
Ram simply needs to be looked at.

The ability become OP after the pacht allowed to cause stun even without penetrating.

To make thing even worse more abilities that simply delete armor become available to Soviets making these combos extremly cheease.


I don't like to admit it but this is one of these rare moments when I actually agree with Vipper. :thumbsup:
25 Jan 2020, 13:17 PM
#277
avatar of T.R. Stormjäger

Posts: 3588 | Subs: 3



I don't like to admit it but this is one of these rare moments when I actually agree with Vipper. :thumbsup:


It’s not as simple though. If you remove Ramming, them you need to buff the Soviet T4 to compensate.
25 Jan 2020, 13:28 PM
#278
avatar of Sander93

Posts: 3166 | Subs: 6

If the intended "fix" for the ST is overshooting, can we at least increase its range, then? The current range would be fine if it actually landed where you fire it at, but overshooting that much means losing 5-10 range, and making it even more obvious as to what you're going to do

It's not an intended fix, it's just a workaround that works reasonably well. Using this gives the enemy more time to react, but the rocket will almost always hit what it needs to hit. Additionally make sure to always send the Sturmtiger towards its target in a straight line to minimalize aim time. This is just advice on how to use the Sturmtiger more effectively.

We can't just add extra range because that'd mean more max range for shots on flat ground too, or more specifically it'd allow it to shoot from beyond regular sight range again, which was removed long ago because it made playing against it very annoying.



Not sure if this is the right thread for this, but in the few tests I did with the preview mod, I noticed a couple of things that weren't mentioned in the preview (not sure if these are intentional changes or not):
- Infantry Section reinforce cost is 29 per model (not sure if this is before or after the 5 man upgrade)
- Infantry Section costs are 280 manpower for a squad
- Croc/AVRE are still at 9 CP to call in

Also I noticed a bug where if Airlanding Officer models holding weapons are killed, the weapons are permanently lost.

Thanks for reporting these. The Infantry Section costs are unintended and should be fixed in a later iteration. The Airlanding Officer accidentally has unlimited weapon slots at the moment, which is also on the list to be fixed.

The Crocodile and AVRE (and Sturmtiger) are still 9CPs on purpose because they are not conventional heavy tanks and at the moment we don't think it's necessary to bump their CP requirements.

25 Jan 2020, 13:34 PM
#279
avatar of mrgame2

Posts: 1793



This and I am curious if they want to nerf some of the really broken stuff like IL2 Rocket Strafe instead of more token changes like USF grenade package 50 MP cheaper.

Other things that need to be looked at:

- Scott is way too durable needs to lose smoke or HP
- Jackson still too good, brainless unit with no weakness
- Pak Howitzer still too good compared to Leig, Mortars
- AOE of heavy tanks and ISU needs to be reduced slightly, they wipe infantry too much
- SVT Cons limited to 3 SVTs instead of 4
- Rear Echelon rifle grenade needs to stop being a passive ability
- Cromwell needs some sort of defining strength instead of just being meh at everything
- Firefly still too bad IMO, even though a Jackson nerf would make it more balanced in a way
- Brummbär needs to get some of it's recent nerfs reverted, either armour or range
- Panther needs a bit more accuracy


This sounds fair.

Except the heavy AOE.

The +2cp delay is enough. The extra tech structure seems punishing for okw. And the cooldown timer seems harsh for Axis.

The delay effectively nerf their performance.

Heavy will come up against besides vetted TD and Atg, but also infantry with vet and upgrades, like bolster, AT nades, sprint, handheld AT.

This is how things should go for game progression design of late games units.

Heavy should perform well. But of course, they face against vetted units at the start, but they also will vet up and become the clear end game units.

That is alo why my pain in Panther for not level scaling.
25 Jan 2020, 14:10 PM
#280
avatar of SunTzu

Posts: 67

I wonder when they'll see updates for OST
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