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COH2 winter balance mod - discussion

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11 Feb 2020, 21:33 PM
#781
avatar of Vipper

Posts: 13476 | Subs: 1

jump backJump back to quoted post11 Feb 2020, 20:37 PMKatitof

The sole fact it doesn't require veterancy to use makes it better, yes.

The 2 snares a similar and comparable.

Availability is completely different issue and since the one is stock and other doctrinal I would argue that riflemen is better but feel free to continues this and derail yet another feedback thread is your obsession to disagree with everything I post.

(edited grammatical reasons)
12 Feb 2020, 01:11 AM
#782
avatar of distrofio

Posts: 2358

jump backJump back to quoted post11 Feb 2020, 20:37 PMKatitof

The sole fact it doesn't require veterancy to use makes it better, yes.

The fact that OKW needs a doctrinal infantry snare to keep away early lvs is much better than a stock, vet1 locked, no tech required and not even needed as much until min 10 and easily obtainable with a bazooka snare sounds logic to you?

Man this is some higher grade sarcasm power
12 Feb 2020, 01:25 AM
#783
avatar of SkysTheLimit

Posts: 3423 | Subs: 1

Only more I have to say on Riflemen snares is that there's nothing wrong with them. Vet 1 requirement is fine, vet 3 range bonus is also fine

Just because some squads don't get the same range bonus doesn't mean it's OP...

If USF is too good right now, I don't think it's cause Riflemen vet 3 bonus
12 Feb 2020, 01:50 AM
#784
avatar of T.R. Stormjäger

Posts: 3588 | Subs: 3

Remove the vet 1 requirement for Riflemen once Major is out.
12 Feb 2020, 02:44 AM
#785
avatar of SkysTheLimit

Posts: 3423 | Subs: 1

Remove the vet 1 requirement for Riflemen once Major is out.


Yes but make it 5-10 Muni more expensive to use. Then at vet 1(after major) the price drops to normal
12 Feb 2020, 08:00 AM
#786
avatar of Katitof

Posts: 17884 | Subs: 8


The fact that OKW needs a doctrinal infantry snare to keep away early lvs is much better than a stock, vet1 locked, no tech required and not even needed as much until min 10 and easily obtainable with a bazooka snare sounds logic to you?

Man this is some higher grade sarcasm power

I'll share you on a lil secret, but don't tell anyone.

MMX
12 Feb 2020, 08:18 AM
#787
avatar of MMX

Posts: 999 | Subs: 1

jump backJump back to quoted post12 Feb 2020, 08:00 AMKatitof

I'll share you on a lil secret, but don't tell anyone.

it doesn't, stealth T0 ATG does the job just fine if you're not in denial about it, most of my M3s were lost to it, because I didn't expected okw player to actually field a proper counter early and expected them just to whine OP as usual


well, except it doesn't come with stealth right out of the gate anymore for quite some time now and getting one early further puts you way behind in the anti-inf department, which are some of the main reasons füsiliers became such a popular choice against sov t1 and similar openings. still agree that on the vet1-locked AT grenade being a drawback part, tho.
12 Feb 2020, 18:40 PM
#788
avatar of distrofio

Posts: 2358

jump backJump back to quoted post12 Feb 2020, 08:00 AMKatitof

I'll share you on a lil secret, but don't tell anyone.


No way! Are you really telling me that because a T0 AT exists, snares are not needed until sws sets up.
Then i got the solution for USF. Lets put the m42 in T0 instead of the mortar (everyone says it sucks) and lets forget the crap out this stupid discussion of Vet1 snares for riflemen

Btw kat, raketen does not come with camo at vet0 anymore. Maybe its time for you retirement your arguments are getting rusted
12 Feb 2020, 20:20 PM
#789
avatar of KoRneY

Posts: 682

jump backJump back to quoted post12 Feb 2020, 08:00 AMKatitof

I'll share you on a lil secret, but don't tell anyone.



Yeah, open with your raketen that doesn't stealth anymore and hope you don't get pushed right the fuck off the map.
12 Feb 2020, 20:29 PM
#790
avatar of Doomlord52

Posts: 959

Only more I have to say on Riflemen snares is that there's nothing wrong with them. Vet 1 requirement is fine, vet 3 range bonus is also fine

Just because some squads don't get the same range bonus doesn't mean it's OP...

If USF is too good right now, I don't think it's cause Riflemen vet 3 bonus


Pretty much this. The Vet 1 requirement is completely fine, as is the vet 3 range bonus, imo. Axis can't field any LVs (that aren't extremely vulnerable to small arms) before a USF player has at least one vet 1 squad, so the requirement is basically pointless. Meanwhile, once USF does hit mid-game, they can give those rifles AT weapons, meaning they can both snare and destroy vehicles by themselves, something no non-doc Axis squad can do.

jump backJump back to quoted post12 Feb 2020, 08:00 AMKatitof

I'll share you on a lil secret, but don't tell anyone.

it doesn't, stealth T0 ATG does the job just fine if you're not in denial about it, most of my M3s were lost to it, because I didn't expected okw player to actually field a proper counter early and expected them just to whine OP as usual


Yea, as KoRneY pointed out, this is a pretty bad idea. Also the Rak doesn't stealth at Vet 0 anymore.

jump backJump back to quoted post12 Feb 2020, 20:20 PMKoRneY
Yeah, open with your raketen that doesn't stealth anymore and hope you don't get pushed right the fuck off the map.


An early rak essentially sacrifices an entire infantry squad to counter an LV that might not come.
14 Feb 2020, 02:57 AM
#791
avatar of KiwiBirb

Posts: 789


What's wrong with that? Even panzer4 can handle it. The issue is heavy generalist rush.
A crocodile has 70% more HP than a P4, can bounce over half its shots frontally, all while reliably penning the P4.

eVeN A p4 CaN hANdLe iT
14 Feb 2020, 03:13 AM
#792
avatar of Support Sapper

Posts: 1220 | Subs: 1

while reliably penning the P4.



Laugh in cromwell's gun profile.
14 Feb 2020, 04:25 AM
#793
avatar of ZeroZeroNi

Posts: 1563



Laugh in cromwell's gun profile.

To be fair the pen against the P4's are more reliable in comparison to p4's pen to it.
14 Feb 2020, 06:45 AM
#794
avatar of SupremeStefan

Posts: 1220

A crocodile has 70% more HP than a P4, can bounce over half its shots frontally, all while reliably penning the P4.

dammn i didn't know that thx man good tip
But next time try to read whole thread
14 Feb 2020, 23:40 PM
#795
avatar of Selvy289

Posts: 366

Just a little bug.

Stealth units when reinforcing who are on holdfire, the new modals won't follow the command (they fire as soon as the enemy is in range).
21 Feb 2020, 20:54 PM
#796
avatar of Sander93

Posts: 3166 | Subs: 6

Version 1.2 changes

Heavy Tanks

Tiger - All variants
- AOE damage from 1/0.25/0.15 to 0.75/0.25/0.15
- AOE distance from 0.25/1.5/3 to 0/1/3
- Panzer Commander removed from the OKW Tiger
- Veterancy 2 scatter bonus removed

IS-2
- AOE damage from 1/0.35/0.175 to 0.75/0.35/0.175
- AOE distance from 0/1.35/3 to 0/0.85/3

Churchill Crocodile
- CP requirement from 9 to 12


British

Airlanding Officer
- Reinforce cost from 35 to 30
- Veterancy 3 received accuracy from -23% to -15%
- Elite Sten accuracy from 0.675/0.273/0.115 to 0.675/0.375/0.115
- Self-Healing at veterancy 2 removed
- Population from 9 to 8

Medics
- Auto Search Healing toggle now roots the squad to the target position.

Commando and HQ Glider
- Can now be repaired.

HQ Glider
- Cost reduced to 200
- No longer deploy Commandos upon landing
- Can now train Commandos, MGs and ATGs that will spawn at the glider.

British M5
- CP requirement from 2 to 3

Assault Section
- Veterancy 3 weapon accuracy from +40% to +30%.

Tank Hunter Tommies
- Can now replace their Boys AT Rifles with PIATs for 70 munitions.
- PIAT upgrade removes the out-of-cover penalty to cooldown and reload.

British Platoon and Company Command
- Now grants half a CP upon completion.


Ostheer

Puma
- Tech requirement removed
- Requires 5 CPs to be unlocked from the HQ; still has a build time.


Bug Fixes
- Fixed an issue where the Airlanding Officer could not enter buildings.

https://community.companyofheroes.com/discussion/comment/287429#Comment_287429
21 Feb 2020, 20:56 PM
#797
avatar of Katitof

Posts: 17884 | Subs: 8

That's certainly new approach to AI damage of heavies, I'm curious how it'll play out.
21 Feb 2020, 21:05 PM
#798
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4

no changes to pfusis, no changes to bunkers. no changes to panther vet. vetted TDs etc. Maybe fixes 1/12 of the issues with 3v3+ currently

The meta might shift away from heavies depending on how nerfed they are. But fusi blobs will still be there. Bunker spam will still be there. god like 60 range TDs will still be there. Jaegar armor will still be god along with soviet ISU/IL2. You're changing what looks like the bare minimum in regards to teamgames.
21 Feb 2020, 21:18 PM
#799
avatar of Doomlord52

Posts: 959

no changes to pfusis, no changes to bunkers. no changes to panther vet. vetted TDs etc. Maybe fixes 1/12 of the issues with 3v3+ currently

The meta might shift away from heavies depending on how nerfed they are. But fusi blobs will still be there. Bunker spam will still be there. god like 60 range TDs will still be there. Jaegar armor will still be god along with soviet ISU/IL2. You're changing what looks like the bare minimum in regards to teamgames.


+1

This patch is feeling more and more infantry focused, when a lot of the current balance issues are related to vehicles. It's a good step in the right direction, but there's a lot more that needs to be addressed.

With the fuel cost reduction for the JT, and no changes for the M36/FF/SU85/Panther, team games are going to trend even more towards JT/Ele/Panther vs. M36/FF/Su85. And, since the JT doc has PFs, those are just going to become more popular as well. Generalist mediums need to be given more of a window to operate in, so that the game doesn't devolve into TD-spam.
21 Feb 2020, 21:27 PM
#800
avatar of T.R. Stormjäger

Posts: 3588 | Subs: 3

Changes that still need to happen:

Königstiger needs a slight acceleration buff.

M36 Jackson could use a slower turret traverse.

M1 mortar has bugged smoke. Could replace smoke entirely with counterbarrage from Ostheer mortars.

Panther needs an overhaul. Currently it’s only good as a heavy tank counter and those are getting nerfed. Fix its accuracy.

SU76 could use the switchable HE/AP rounds.

The Cromwell either needs a price and performance increase or a price decrease.
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