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Balance Preview Mod 'BALANCE GOALS'

29 Apr 2016, 02:00 AM
#41
avatar of Hitman5

Posts: 467

jump backJump back to quoted post29 Apr 2016, 01:41 AMGenObi


Yeah no, we dont want to return to super okw anymore...still remember those dark days....


Who is 'we'?

jump backJump back to quoted post29 Apr 2016, 01:49 AMpoop
Penals are 300 mp dedicated anti infantry units...

Strum pioneers are 300 mp close range combat engineers...

Yea, I think the former -should- win.


No reason why Sturms should lose in close range.
29 Apr 2016, 02:06 AM
#42
avatar of WhySooSerious

Posts: 1248

yeah its nice to see developer commentary
29 Apr 2016, 02:20 AM
#43
avatar of GenObi

Posts: 556

@ hitman

"We" specifically the coh2 community at large to include top 100 ranking players who suggested after relics request for balance changes, has had a very inportant influential decision of several stratigic balance targeted nerfs to the okw because its often found to have absurd overperformace, this has been true since the faction was conceived.

Thus why its current state, after of course its removal of the cancer shreck will finally be fix and introduce as a fair balance faction in the game.

29 Apr 2016, 02:24 AM
#44
avatar of Hitman5

Posts: 467

jump backJump back to quoted post29 Apr 2016, 02:20 AMGenObi
@ hitman

"We" specifically the coh2 community at large to include top 100 rqnking players who suggested by relics request several nerfs to the okw because its absurd overperformace when the faction was conceived.

Thus why its current state, after of course its removal of the cancer shreck will finally be fix and introduce as a fair balance faction in the game.



If you wanted balance schrek would be given to other unit like panzerfusiliers or even obersoldaten.
29 Apr 2016, 02:31 AM
#45
avatar of GenObi

Posts: 556

jump backJump back to quoted post29 Apr 2016, 02:24 AMHitman5


If you wanted balance schrek would be given to other unit like panzerfusiliers or even obersoldaten.


Which iam not agianst either but playing the faction as long as i had you cone to relize the okw doesnt really need shrecks.

In fact i actually much perfer a snare which results in dead armor more often then out right direct action weapons, kinda reason i like going luffwaffa and Panzer fusliers any ways since i rarely use volks to begin with.
29 Apr 2016, 03:40 AM
#46
avatar of Cpt. Blitz

Posts: 55

When can we use the mod? or is it up yet
29 Apr 2016, 03:55 AM
#47
avatar of LuGer33

Posts: 174

Initially, disappointed in the .50 cal. It is not a soft counter to (e.g., it barely damages) the Luchs or Puma... at all. It's performance with AP rounds is pitiful compared to the Vet 1 MG42 ability, which can smoke a Luchs pretty easily.
29 Apr 2016, 06:46 AM
#48
avatar of TickTack

Posts: 578

Every single one of these changes looks awesome. I especially like the changes to the Brum and SU85, plus ofc the penals and volks.

Brave changes Relic, don't be put off by negative nancy's in the forums!
29 Apr 2016, 06:47 AM
#49
avatar of TickTack

Posts: 578

jump backJump back to quoted post29 Apr 2016, 02:24 AMHitman5


If you wanted balance schrek would be given to other unit like panzerfusiliers or even obersoldaten.

If you want to balance bofors you should let infantry sections and comet tanks build them.
29 Apr 2016, 06:57 AM
#50
avatar of Katitof

Posts: 17889 | Subs: 8

jump backJump back to quoted post29 Apr 2016, 00:36 AMHitman5
Penals are overbuffed. They can almost 1v1 Sturmpio close range. I think OKW still needs a schrek, probably panzerfusilier or Obers.


OMG I was waiting for a comment like that for a LONG time and it finally is here!
I'm just overjoyed because I can FINALLY answer to it!
Most people will know.

So here it comes kids, fasten your seat belts, because it'll be a quick, but awesome ride!



Also, penals are fine, L2P or L2P like a true Hitman5 does, by making a nerf thread!
29 Apr 2016, 07:23 AM
#51
avatar of bingo12345

Posts: 304

jump backJump back to quoted post29 Apr 2016, 02:00 AMHitman5

No reason why Sturms should lose in close range.


jump backJump back to quoted post29 Apr 2016, 00:36 AMHitman5
Penals are overbuffed. They can almost 1v1 Sturmpio close range. I think OKW still needs a schrek, probably panzerfusilier or Obers.


if sturms are not engineer, they must win penal. but they have a lot of ability like repair, mine and wire. these abilities explain their less effectiveness of close combat than of penals who are dedicated for anti-infantry and don't have repair, mine and wire.

if sturms can beat penals, sturm blob confirmed. fight well and can repair. no need to produce volks.
29 Apr 2016, 07:40 AM
#52
avatar of TickTack

Posts: 578

Can confirm, penals are not OP.
29 Apr 2016, 07:41 AM
#53
avatar of Stug life

Posts: 4474

jump backJump back to quoted post29 Apr 2016, 02:00 AMHitman5


Who is 'we'?



No reason why Sturms should lose in close range.

Strum are engineer not dedicated ai and yes penal are close range unit
but yea the flame + spph are too strong of an upgrade that's 4 weapon remove phhs or make them get 2-1
29 Apr 2016, 07:45 AM
#54
avatar of Stug life

Posts: 4474

jump backJump back to quoted post29 Apr 2016, 03:55 AMLuGer33
Initially, disappointed in the .50 cal. It is not a soft counter to (e.g., it barely damages) the Luchs or Puma... at all. It's performance with AP rounds is pitiful compared to the Vet 1 MG42 ability, which can smoke a Luchs pretty easily.
mmmhh the luch is a light tank and has more armor it the puma ? Really? It has 20 frontal armor and 12 rear the cal 50 outright destroy it and it still shreds the flack half truck
29 Apr 2016, 07:58 AM
#55
avatar of Katitof

Posts: 17889 | Subs: 8


Strum are engineer not dedicated ai and yes penal are close range unit
but yea the flame + spph are too strong of an upgrade that's 4 weapon remove phhs or make them get 2-1


Ppsh is what makes the package balanced really.

Flamer have longer effective range then ppsh, if there were no ppsh, it would be easier to smoke out of cover and gun down infantry(lesson from elite rifle learned here).

Moreover, penals are squishy squad, so going for the upgrade isn't really a no-brainer and is purely situational choice, its often better to not buy the package to utilize long range potential, which is completely lost with package.
29 Apr 2016, 08:37 AM
#56
avatar of TickTack

Posts: 578

jump backJump back to quoted post29 Apr 2016, 07:58 AMKatitof


Ppsh is what makes the package balanced really.

Flamer have longer effective range then ppsh, if there were no ppsh, it would be easier to smoke out of cover and gun down infantry(lesson from elite rifle learned here).

Moreover, penals are squishy squad, so going for the upgrade isn't really a no-brainer and is purely situational choice, its often better to not buy the package to utilize long range potential, which is completely lost with package.

Spot on.
29 Apr 2016, 11:10 AM
#57
avatar of Hitman5

Posts: 467


Strum are engineer not dedicated ai and yes penal are close range unit
but yea the flame + spph are too strong of an upgrade that's 4 weapon remove phhs or make them get 2-1


how can 4 stg lose to 6 svt 40 close range?
29 Apr 2016, 11:25 AM
#58
avatar of DonnieChan

Posts: 2260 | Subs: 1

jump backJump back to quoted post29 Apr 2016, 07:58 AMKatitof

it would be easier


i've just read that in conscript voice
29 Apr 2016, 11:33 AM
#59
avatar of Myself

Posts: 677

jump backJump back to quoted post24 Mar 2016, 16:15 PMKatitof

Long range DPS from 4 to 8.
Done, unit fixed.
Nothing more is needed, no big changes, no new abilities, no vet changes.
Just this simple change gives them new utility without impacting their intended role of mid range squad.
Basically makes them Rifles who don't scale as well, but work in contrast of soviet army.


jump backJump back to quoted post29 Apr 2016, 07:58 AMKatitof

Ppsh is what makes the package balanced really.

Flamer have longer effective range then ppsh, if there were no ppsh, it would be easier to smoke out of cover and gun down infantry(lesson from elite rifle learned here).

Moreover, penals are squishy squad, so going for the upgrade isn't really a no-brainer and is purely situational choice, its often better to not buy the package to utilize long range potential, which is completely lost with package.



After stubbornly insisting in his proposal of double max DPS for pages, he finally sees the light...

The upgrade is actually not worth 90 munitions (almost not worth it at all, maybe for 1 squad maybe in urban maps).
29 Apr 2016, 11:57 AM
#60
avatar of Nebaka

Posts: 133

jump backJump back to quoted post28 Apr 2016, 19:35 PMcapiqua
Balance Preview Mod



SU-85
Strategic Diversity
Developer Comments: We saw that the Soviets had to rely on Doctrines or would have a difficult time dealing with heavy armored vehicles. We wanted slightly improve the SU-85 to be stronger against heavy armored vehicles while being slightly weaker against flanking vehicles.

• Accuracy from 0.05/0.0375/0.25 to 0.055/0.045/0.04
• Penetration from 200/190/180 to 240/230/220
Reload increased from 3.8/4.2 to 5.4.
• Target size reduced from 22 to 18
Rotation rate from 20 to 22
Cost increases from 340 manpower and 120 fuel to 350 manpower and 130 fuel.
Veterancy two -30% reload modifier replaced with +30% weapon penetration modifier.



It was never a problem for SU-85 dealing with heavy armored vehicles. But with this patch SU-85 will too weak against Pz.IV, Panther and especially Jagdpanzer.
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