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Balance Preview Update 09/08/2015

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8 Sep 2015, 17:41 PM
#1
avatar of nigo
Senior Editor Badge

Posts: 2238 | Subs: 15

http://community.companyofheroes.com/forum/company-of-heroes-2/company-of-heroes-2-general-discussion/67-coh-2-changelog?p=207570#post207570



Balance Preview Update 09/04/2015


Partisan cost increased from 210 to 250 to bring the unit in line with its cost.
Partisan guns changed from MP44 to MP40s (PPSH for placeholder) they will deal slightly less damage but still be good at dealing with weapon teams
Partisans now have camouflage to gain extra utility after their initial deployment
Added Sniper bonus accuracy to the M20 Utility Car
M20 Utility car detection radius increased from 10 to 25 to help detect camouflage units
UC Detection radius increased from 10 to 25 help detect camouflage units
222 Scout car detection radius increased from 10 to 25 help detect camouflage units
WC51 detection radius increased from 10 to 25 help detect camouflage units
M3 Scout car detection radius increased from 10 to 25 help detect camouflage units
T34 Population increased from 8 to 10 to prevent overwhelming numbers of the tank
Wasp damage reduced from 8 to 4 it was doing too much damage initially
Wasp range reduced from 35 to 32.5 was able to kite units too easily
Churchill Flamethrower range reduced from 38 to 34 was able to attack at to safe of a distance

British Command Tank buffs change to the following because initial modifiers were currently over performing.
Accuracy weapon modifer reduced from 2 to 1.35
Recieve accuracy modifers increased from 0.5 to 0.7
Reload Weapon Modifer increased from 0.5 to 0.7
Cooldown Weawpon Modifer increased from 0.5 to 0.7

Fixed an issue of flame barrage landing on OKW battle group headquarters
Increase range of KT from 40 to 45 to improve its usability into the late game as it can be kited quite easily by tank destroyers
Reduce flame bonus damage to buildings from 1.5 to 1.25 because they killed buildings too quickly especially the dot damage
Reduce flame bonus damage against commonwealth emplacements from 1.5 to 1.25 because they killed buildings too quickly especially the dot damage
Molotov initial damage reduced from 20 to 10 because they were initially killing many entities on the first explosion
Panzerwerfer Damage profile changed from 1/0.35/0.05 to 1/0.75/0.5 which will round out the damage a lot better yielding more consistent results
Comet health reduced from 800 to 720, Scatter increased from 3.2 to 4.2 to bring this unit in line with its other counterparts
Hammer and Anvil upgrades increased from from 200/25 to 250/50 to make players have to decide and invest into specialization, previously it was too easy to rush into one of them and skip all the other tech)
Hammer and Anvil research time increased from 5 to 30 seconds
British Sniper weapon behavior change from wants prone firing to none to improve usability will allow it to shoot / aim quicker
Gammon Bomb damage reduced from 240 to 200 was dealing too much damage
Reduce jadgtiger cost from 800/290 to 720/245 bringing the cost inline with its performance
Glider HQ can now build britsh medics


Fixed issue with infantry section vet 3 scoped rifles providing a dps decrease instead of an increase

Handheld Flamethrowers ONLY:
Fire Aim Time
Post firing aim time increased to 0.5
AOE
AOE Accuracy changed from 0.6/2.8/5 to 15/15/15
AOE radius changed from 4 to 2
AOE damage distance changed from 0.4/0.7/1 to 1/1/1
AOE damage friendly changed from 0.25/0.625/1 to 0.25/0.25/0.25
AOE distance changed from 2/1.5/1 to 2/2/2
Behaviour
Reaction radius changed from 2.1 to 2.5
Burst
Burst duration changed from 1/0.5 to 1/1
Cover
Dmg multiplier vs garrison cover increased from 1 to 2
Dmg multiplier vs heavy cover increased from 1 to 2
Dmg multiplier vs light cover increased from 1 to 1.25
Dmg changed from 8 to 16
Tracking
Weapon tracking speed horizontal changed from 90 to 45
8 Sep 2015, 17:46 PM
#2
avatar of Frost

Posts: 1024 | Subs: 1

British medics yay back's :D
8 Sep 2015, 17:48 PM
#3
avatar of Napalm

Posts: 1595 | Subs: 2

Jason and Brad have been on a roll lately. Great changes. The Dodge is still pretty damn expensive though.
8 Sep 2015, 17:50 PM
#4
avatar of Katitof

Posts: 17891 | Subs: 8

Pointless nerf for comet imo, the HP that is.

Flame weapons will still obliterate emplacements easily.
8 Sep 2015, 17:52 PM
#5
avatar of G4bb4_G4nd4lf
Donator 33

Posts: 658

Just some first impressions:

Comet nerf: Wut?
KT range buff: Nice.
Flamer nerfs: Great.
Detection radius improvements: Cool.
JT cost reduction: THX JASON! :sibHyena:
Everything else: RATHER SPLENDID :romeoHairDay:
8 Sep 2015, 17:52 PM
#6
avatar of braciszek

Posts: 2053

Comet...

185 fuel 500mp, cant hit anything with target ground because of no collision, smoke/phosphourous and grenade sometimes derp out and just dont work,

But health decreased to 720 and moar scatter. Thanks -_-

Everything else is neat, though.
8 Sep 2015, 17:53 PM
#7
avatar of Rollo

Posts: 738

So more MP added to tech costs, comet nerfed and still no changes to tommies or teching? Also a nerf to the Wasp which was pretty much your only crutch to get you through the early game.

The only change to the brit sniper was letting him fire standing, so presumably he will still aim his rifle like an OAP and be hopeless against the wehr snipers predator camo.

Bren camo detection was nice but I'm willing to bet the 222 will benefit from this a lot more.

Relic pls, I just want brits to be viable in 1's.
8 Sep 2015, 17:57 PM
#8
avatar of spajn
Donator 11

Posts: 927

8 Sep 2015, 18:00 PM
#9
avatar of IGOR

Posts: 228

here comes the nerfs :sibHyena:
8 Sep 2015, 18:03 PM
#10
avatar of The_rEd_bEar

Posts: 760

wtf? why did they nef the comet it was fine the way it was
8 Sep 2015, 18:04 PM
#11
avatar of NinjaWJ

Posts: 2070

nooo not the comet
8 Sep 2015, 18:05 PM
#12
avatar of Speculator

Posts: 157

Hammer and Anvil upgrades increased from from 200/25 to 250/50 to make players have to decide and invest into specialization, previously it was too easy to rush into one of them and skip all the other tech)
Hammer and Anvil research time increased from 5 to 30 seconds

Increase to anvil/hammer research time makes sense, but the increase in cost is unnecessary. The UKF is already a high MP cost faction, they're teching is delayed comparably from the MP drain. BartonPL already pointed out British lategame is pretty delayed.

Comet health reduced from 800 to 720, Scatter increased from 3.2 to 4.2 to bring this unit in line with its other counterparts

The same goes for the Comet, the high fuel cost for research and new nerfs will put the Comet in nearly the same spot as the Panther before tech improvements.

Fixed an issue of flame barrage landing on OKW battle group headquarters

Is this the "Anti-Building Flame Mortar Support?" I assume it's a typo and it's meant to be the Command Headquarters, as it wouldn't make any sense for flame barrage to be able to damage every OKW structure but the battlegroup HQ.

Are there any plans on fixing the IS vet 3 issue or UKF early game presence? All in all, much needed updates on every other faction, especially keeping units relevant.
8 Sep 2015, 18:07 PM
#13
avatar of NinjaWJ

Posts: 2070

imperial dane must be happy
bC_
1 of 6 Relic postsRelic 8 Sep 2015, 18:09 PM
#14
avatar of bC_
Developer Relic Badge

Posts: 102 | Subs: 22


Increase to anvil/hammer research time makes sense, but the increase in cost is unnecessary. The UKF is already a high MP cost faction, they're teching is delayed comparably from the MP drain. BartonPL already pointed out British lategame comes in late.


The same goes for the Comet, the high fuel cost for research and new nerfs will put the Comet in nearly the same spot as the Panther before tech improvements.


Is this the "Anti-Building Flame Mortar Support?" I assume it's a typo and it's meant to be the Command Headquarters, as it wouldn't make any sense for flame barrage to be able to damage every OKW structure but the battlegroup HQ.

Are there any plans on fixing the IS vet 3 issue or UKF early game presence?


We will have to play around with the numbers through testing, maybe we just increase the fuel and not the manpower? testing will reveal this.

Comet still the fastest tank in the game and deals massive damage still. Although its scatter is increase slightly its accuracy, splash etc makes it way more versatile. Problem was it was able to move fast, kill stuff and tank a lot of damage. so yeah, if the cost needs to be adjusted or numbers need to be adjusted thats what testing will prove or disprove.

Yah anti building flame mortar support.


care to elaborate on the IS2 vet 3


We have been looking at UKF early game in regards to how they deal with snipers again we are continuing to monitor all aspects of the game.
8 Sep 2015, 18:14 PM
#15
avatar of hallolinski

Posts: 76

is fix to vet 3 UKF IS bug already in the upcoming patch?
8 Sep 2015, 18:15 PM
#16
avatar of Tatatala

Posts: 589

Haha Comet less health than a Panther, yet more expensive. Typical Relic over buff/over nerf as usual.
8 Sep 2015, 18:19 PM
#17
avatar of MoerserKarL
Donator 22

Posts: 1108

If all those changes going live... Im gonna come all over my screen
8 Sep 2015, 18:20 PM
#18
avatar of hallolinski

Posts: 76

Haha Comet less health than a Panther, yet more expensive. Typical Relic over buff/over nerf as usual.


it has better AI
8 Sep 2015, 18:21 PM
#19
avatar of Cabreza

Posts: 656

jump backJump back to quoted post8 Sep 2015, 18:09 PMbC_
care to elaborate on the IS2 vet 3


IS = Infantry Section.

The issue with IS vet 3 is that the scoped Lee-Enfield rifles are currently decreasing the DPS of the squad instead of increasing it because they do not receive a RoF buff from cover.
8 Sep 2015, 18:22 PM
#20
avatar of braciszek

Posts: 2053



it has better AI


It has 30 less armor, max pen is less than panther minimum pen, and costs 10 fuel more. Yes? Health nerf was unfounded.

Also impossible for target ground to hit a vehicle.
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