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COH2 winter balance mod - discussion

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22 Feb 2020, 19:30 PM
#861
avatar of KiwiBirb

Posts: 789

Please buff the m1 mortar, Stuart, Opel blitz, Flack HT, tactical movement, hmg42, Sector artillery, Firefly, Royal Enginners, Hold the line, T34/85, Conscript repair, Maxim.

Idk why though just do it lol
23 Feb 2020, 02:19 AM
#862
avatar of Doomlord52

Posts: 959

A few things that I've recently remembered, that were discussed ages ago:

1. Any chance of making the Sov Repair Station either cost more, or take up pop? The current 125mp/45muni makes it cheaper than OST's bunker (after upgrading), but its arguably much more powerful, since multiple repair posts can repair a single tank. This is particularly a problem in larger games, where I've seen 6+ stations in a small area, essentially instantly repairing vehicles.

2. Any chance of making Sov Forward HQ have a setup time, or making it possible to neutralize? This ability is extremely powerful on certain maps with large, high-HP buildings in key locations (train stations, usually), and there are essentially no early-game counter.
23 Feb 2020, 05:43 AM
#863
avatar of mrgame2

Posts: 1793

A few things that I've recently remembered, that were discussed ages ago:

1. Any chance of making the Sov Repair Station either cost more, or take up pop? The current 125mp/45muni makes it cheaper than OST's bunker (after upgrading), but its arguably much more powerful, since multiple repair posts can repair a single tank. This is particularly a problem in larger games, where I've seen 6+ stations in a small area, essentially instantly repairing vehicles.

2. Any chance of making Sov Forward HQ have a setup time, or making it possible to neutralize? This ability is extremely powerful on certain maps with large, high-HP buildings in key locations (train stations, usually), and there are essentially no early-game counter.


1. no way. It is doctrine and thus limited. building repair stations mean your engineers are losing other uses. In fact OST bunker needs to cost at least 2 pop cap each. Non-doctrine and spamming in 4v4. Ost is too powerful in 4v4 late games.

2. foward hq only works in 4v4 lorraine forest. no big deal. Just build more arty units when you play that map as axis. Axis has tons of great arty. It is easy to counter if you prepared ahead.
23 Feb 2020, 21:28 PM
#864
avatar of WAAAGH2000

Posts: 730

For OST Tech tree change,maybe make P4J and commander P4 request change to phase2?
24 Feb 2020, 19:22 PM
#865
avatar of WingZero

Posts: 1484

I do like the changes for the OKW Tiger but something else needs to replace Panzer commander ability.
24 Feb 2020, 23:20 PM
#866
avatar of distrofio

Posts: 2358

IMO either simply remove the panzer commander ability or make Tiger commander have a weaker version of panzer commander built in. Withouth arty call-in and maybe less sight.
26 Feb 2020, 10:45 AM
#867
avatar of Selvy289

Posts: 366

I know some people might have the bolster upgrade by cp1 but can recovery sappers be 5 man when called out.
10 Mar 2020, 12:14 PM
#868
avatar of Mithiriath
Director of Social Media Badge

Posts: 830 | Subs: 3

Version 1.3 Changes


Generalist Medium Tanks



In order to make generalist medium tanks more viable in the current meta, their durability is being increased by lowering their target size, making them more difficult to hit.

These changes should reduce the chance to get hit by 7-10% on medium to far range - ex: an 88% chance to get hit becomes an 80% chance.

The changes will not apply to Tank Destroyers and specialist vehicles based on a medium tank chassis. Units like the Sherman Firefly and Sherman 105mm will remain the same due to their role.

Panzer IV, Panzer IV Command Tank, and Panzer IV J
  • Target size from 22 to 20

Sherman M4A3, Sherman M4A3 (76), Sherman M4A3E8
  • Target size from 23 to 21

T34/76 and T34/85
  • Target size from 22 to 20

Cromwell

Because of the above changes, the Cromwell is losing its target size advantage over other medium tanks. This is being compensated with a boost to its MGs to allow the tank to better combat infantry.
  • MG cooldown duration from 2/3 to 2/2.5
  • MG far cooldown from 1.5 to 1
  • MG mid cooldown from 1 to 0.85
  • MG far accuracy from 0.35 to 0.4
  • MG mid accuracy from 0.55 to 0.575

USF


M36 Jackson

In order to make the Jackson more vulnerable to medium tanks when caught out of position, its armor has be decreased.
  • Armor from 130 to 110

Pershing

Similar to the IS-2 and the Tiger, the Pershing will receive a small adjustment to its near AOE damage, reducing the likelyhood that it will kill multiple infantry models with a single shot.
  • AOE damage near from 1/0.4/0.175 to 0.75/0.4/0.175
  • AOE distance from 0.25/1.5/3.25 to 0/1/3.25

Ostheer


Grenadiers

Due to new changes, we are removing the reduced reinforce cost on Grenadiers. See Heavy Panzer Korps changes below for more details.
  • Reinforcement cost from 28 to 30

Tigers (All Variants)

The Tiger got quite a few adjustments that were deemed necessary to remove some of its somewhat oppressive performance. To compensate, we are granting the Tiger a bonus to its turret traverse speed at veterancy 2, something it lacked due to its previous scatter bonus which has now been removed.
  • Veterancy 2 now adds +30% turret traverse speed

Heavy Panzer Korps

In an attempt to increase the power of Ostheer's late game without increasing the power of its units, we are giving the structure a passive bonus for the army. This will reward players for teching to T4 and allow Ostheer to be more aggressive by reducing the bleed on core infantry units. The increased capture speed should also allow Ostheer players to retake sections of the map more quickly in the late game.
  • Now provides reduces the reinforce cost of Pioneers, Grenadiers, and Osttruppen by 2
  • Reduces the reinforce cost of all team weapons by 10%
  • Increases the capture and decapture rate of all Ostheer infantry units by 25%

OKW


Command Tiger

The Tiger got quite a few adjustments that were deemed necessary to remove some of its somewhat oppressive performance. To compensate, we are granting the Tiger a bonus to its turret traverse speed at veterancy 2, something it lacked due to its previous scatter bonus which has now been removed.

To make up for the removal of the Panzer Commander upgrade, we are removing one of the penalties of the 'Command Tiger' ability to encourage the use of this ability.
  • Veterancy 2 now adds +30% turret traverse speed
  • Command Tiger accuracy penalty during 'Command Tiger'ability removed

Panzerfusiliers

The increased range to AT Grenades from veterancy 2 made it too difficult to kite against Panzerfusiliers and gave them too much range against most vehicles when combined with their 5 to 6 man squad. This is being addressed. Furthermore, units will now callout Panzerfusilier grenades that are being thrown.
  • Veterancy 2 AT Grenade range boost removed
  • Fixed an issue where Panzerfusilier Grenades did not have a callout/warning when thrown.

Sturmtiger

Due to all the recent changes to all heavy tanks, the previously established restriction of mutual exclusion with the Tiger II has been removed.
  • Can now be called in if the Tiger II has already been deployed (or vice versa)

IR HT

The overhauled Infrared Searchlight Halftrack is getting slightly more sight range to make it easier and less vulnerable to use on the front line.
  • Sight range when set-up from 70 to 80

Soviets


Conscripts

In order to slightly reduce strength of the Mobilize Reserve upgrade, the reinforcement reduction has been slightly lowered.
  • Mobilize Reserve reinforce reduction from 3 to 2; changes reinforce cost from 17 to 18

Source: https://community.companyofheroes.com/discussion/comment/287540#Comment_287540
10 Mar 2020, 14:32 PM
#869
avatar of mrgame2

Posts: 1793

Well done mod team!

For making axis unplayable cancer in 4v4. Those big numbers hurt my eyes!

Lower reinforcement cost = bunker spam. Bunker need 2 pop cost now

Tiger not only have machine gun maingun, now it turns like a helicopter? May as well make it lift off and start shooting like p47!

What is Jackson rear armor now? 40? It is going to get rekt by ostwind and 222 even!

Why p4 get size buff AFTER pak40 buff? Now allies ATG are worst of worst against med rush. Need to remove pak40 buff or give same to allies

Faster capping? Wow just wow even in 2v2. T4 is so much achievable, so ost get free buffs!

Why Pershing lose its aoe when it has lowest shit range. Buff that to 50 immediately!

Kt and St in 4v4? Wow how many TD we need now? So reduce pop cost of allies TD brahs!

IRHT gets another range buff? Can we revert t70 sight now to be better? And soviet is supposedly have oppressives vet bonus..dot.dot ..dot

Damn axis whine bois got their win... what's next? A panther accuracy or rof buff? Unplayable simply unplayable!
10 Mar 2020, 15:02 PM
#870
avatar of SneakEye
Senior Modmaker Badge

Posts: 813 | Subs: 5

jump backJump back to quoted post10 Mar 2020, 14:32 PMmrgame2
...
For making axis unplayable **** in 4v4..

Have you considered playing a 4v4 match with the preview mod and upload the replay to prove your points? or do you simply want to complain about something so you start comparing a 2mp reinforcement reduction with a 150mp bunker spam?
13 Mar 2020, 17:20 PM
#871
avatar of WingZero

Posts: 1484

I LOVE the changes to the Tiger! Lets see what this entails for the Jacksons in 3 v 3s and 4 v 4s but very good changes overall!
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