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russian armor

Infantry rebalance needed

5 Sep 2016, 14:25 PM
#21
avatar of Mr.Smith

Posts: 2636 | Subs: 17

jump backJump back to quoted post5 Sep 2016, 14:18 PMLeo251
From my point of view, the solution is easy. Make the 5 core infantry the same: 5-men squad, dealing the same damage with rifles, same accuracy and RA. Maybe cons could be 6-men squad.


Wouldn't this extreme type of homogenisation just throw infantry tactics completely under the bus?

Let me explain:
- Currently, there is no such thing as "high damage infantry" or "low damage infantry"
- Instead, when you compare two infantry types, you have one type that is comparatively better at long range, and the other type that's comparatively better at close-range
- The guy with the close-range infantry will have to find a way to close the gap, or they will be bled hard
- Alternatively, the guy with the long-range infantry has to do their best to maintain that gap

If infantry is changed so that it deals comparatively the same amount of damage at all ranges, picking the range won't matter at all. What's worse, if at any point the defender gets the benefit of green cover, there is no way they will every be able to be pushed back by the attacker, which has to struggle with:
- (potentially) inferior cover on the way
- Moving inaccuracy

Thus, all infantry combat will devolve to "camp my units behind green cover, and don't bother about moving". That's because whoever moves first will lose the engagement.
5 Sep 2016, 14:29 PM
#22
avatar of ZombiFrancis

Posts: 2742



The chart is much less meaningful than you would like it to be:

https://www.coh2.org/news/55039/coh2chart-and-its-worth

Anybody got any intel on the win/pick ratios of the current tourney?


These forums tend to rely on garbage statistics to fuel perpetual argumentation, unfortunately.
5 Sep 2016, 14:33 PM
#23
avatar of Stug life

Posts: 4474

the fun fact about Australian magic and katiof is when you prove they are wrong they simply ignore you or change topic
5 Sep 2016, 14:40 PM
#24
avatar of Australian Magic

Posts: 4630 | Subs: 2

the fun fact about Australian magic and katiof is when you prove they are wrong they simply ignore you or change topic


Nope, I never ignore.
Show me where I ran away ignoring someone ;)
5 Sep 2016, 14:41 PM
#25
avatar of Stug life

Posts: 4474



Nope, I never ignore.
Show me where I ran away ignoring someone ;)
the guys 4 post above showing you tommies and ober difference
5 Sep 2016, 14:42 PM
#26
avatar of Alphrum

Posts: 808

axis infantry don't need buffs. What needs looking at is the dual LMG's of allied infantry and some of the vet (RA) on riflemen and tommies
5 Sep 2016, 15:06 PM
#27
avatar of wandererraven

Posts: 353

Dual LMG give allies core unit limit higher than Gren now
5 Sep 2016, 15:11 PM
#28
avatar of Australian Magic

Posts: 4630 | Subs: 2

the guys 4 post above showing you tommies and ober difference


Aaaaaannnnnnddd the point is? I don't see that Obers are very like Tommies.

Long range Obers: 15,8
Long range Tommies: 12,32

Close range Obers: 31,3
Close range Tommies: 19,6

Long Obers on move: 7,52
Long Tommies on move: 2,69

Close Obers on move: 15,6
Close Tommies on move: 4,56
5 Sep 2016, 15:27 PM
#29
avatar of Outsider_Sidaroth

Posts: 1323 | Subs: 1

Riflemen need a 6th squad member :D
5 Sep 2016, 15:55 PM
#30
avatar of Leo251

Posts: 311

Please Katitof and Australian, do not detract from the conversation. Stay on topic. We are talking about the CORE infantry.
5 Sep 2016, 15:58 PM
#31
avatar of Blalord

Posts: 742 | Subs: 1



Aaaaaannnnnnddd the point is? I don't see that Obers are very like Tommies.

Long range Obers: 15,8
Long range Tommies: 12,32

Close range Obers: 31,3
Close range Tommies: 19,6

Long Obers on move: 7,52
Long Tommies on move: 2,69

Close Obers on move: 15,6
Close Tommies on move: 4,56


Why not including cover bonus of Tommies ?

5 Sep 2016, 16:00 PM
#32
avatar of Australian Magic

Posts: 4630 | Subs: 2



Why not including cover bonus of Tommies ?



Do I have to dig down all stats becasue others can't?
I don't have time to sit and take every stats into account becasue others are lazy ;)
5 Sep 2016, 16:04 PM
#33
avatar of skyshark

Posts: 239



Sorry to say that but according to your player card, most problems you face don't have source in inbalance but somewhere between chair an keyboard.

Even with OP Allies (USF) you have 2v2 ratio 0.313


daaaaayyyyyyyyyuuuuumnnnnn
5 Sep 2016, 16:31 PM
#34
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2

no double lmg. i would think this would be a no brainer start.

bar should double (make it more AR) bar should have its moving efficiency as is maybe nerf accuracy when stationary.
5 Sep 2016, 16:34 PM
#35
avatar of Katitof

Posts: 17892 | Subs: 8

no double lmg. i would think this would be a no brainer start.

This+UKF infantry spread and done, infantry combat fixed.
5 Sep 2016, 16:40 PM
#36
avatar of Leo251

Posts: 311


This+UKF infantry spread and done, infantry combat fixed.

That not fix the problem.
The main problem of Ostheer Inf is the poor survavility against all of the "explosives" tanks shells and Arty that Allies have.
5 Sep 2016, 16:44 PM
#37
avatar of Mr.Smith

Posts: 2636 | Subs: 17

jump backJump back to quoted post5 Sep 2016, 16:40 PMLeo251

That not fix the problem.
The main problem of Ostheer Inf is the poor survavility against all of the "explosives" tanks shells and Arty that Allies have.


Better squad formations will fix that vulnerability-to-explosives thing. Until then, use a Command P4; it's the perfect match for that purpose.
5 Sep 2016, 16:47 PM
#38
avatar of Leo251

Posts: 311



Better squad formations will fix that vulnerability-to-explosives thing. Until then, use a Command P4; it's the perfect match for that purpose.

But you are forcing me to choose between 1 or 2 Commanders. Command P4 is not a stock unit.
5 Sep 2016, 16:52 PM
#39
avatar of Dangerous-Cloth

Posts: 2066



But there is nothing to agree/disagree, there is nothing to discuss since he is not trying to post with reason.

I went through his posts, helped him with replay so I know what I'm talking about in terms of his reason. You probably saw one post here and said that he tries to talk with reason, while he is not.
Nothing to agree or disagree - just pure facts ;)


I said the same thing in a different thread, aimed at the same people, you included. You aren't posting any reason either.. Just please, clean up that attitude..
5 Sep 2016, 16:59 PM
#40
avatar of RiCE

Posts: 284

Maybe only USF and UKF weapon racks should be changed to require twice the free slots for LMGs on pick up. So when your rifle squad picks up an LMG, they can pick only 1 from the rack, while they keep the ability to pick up another one from the ground, if they find one.
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