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April 25th Update

27 Apr 2017, 01:12 AM
#41
avatar of Grumpy

Posts: 1954

....

And everyone is well aware of the clusterfuck it is in 4v4, but coh2 is fcked up from the beggining by relic bad game design, the "unprofessional" modder team can't fix the whole game just like that, they could only do a few tweaks when it need a huge change to become competitiv in 4v4.

.......
Edit : i notice you speak alot about AXIS being overpowered in 4v4 but you seem to forget everytime how fked up is the brits emplacement regiment commander.

The modder team should've just taken away the flamer from Soviets and mortar from USF, and then called it done. They took a game that had really balanced win rates from 2v2 on up, and somewhat OP USF & Soviets in 1v1 and turned that into a game where Axis has higher win rates across every game mode, including both random and arranged teams. Everything gets blamed on scope but scope didn't cause the overnerf on the Stuart and AEC, nor did it create the absurd PTRS penals. Somehow the scope had almost every nerf that Axis players wanted, but practically none of the nerfs that Allied players wanted.

There wasn't any check and adjust after the first balance patch. With win rates already tilted towards axis, they could've adjusted some of their previous nerfs but instead chose a fresh new round of allied nerfs.
27 Apr 2017, 01:15 AM
#42
avatar of Nano

Posts: 212

jump backJump back to quoted post27 Apr 2017, 01:12 AMGrumpy
....
Edit : i notice you speak alot about AXIS being overpowered in 4v4 but you seem to forget everytime how fked up is the brits emplacement regiment commander.



When Brits were first released 4v4 was unplayable as Axis, then when the cancer commander was released it was unplayable again until it was toned down. The Brits sure did have some shock value in this game, they have had nerfs every single patch since release which should really speak volumes.

It's just Relic though, it's how you sell new stuff. Make it O.P.
Not crazy O.P. since it would be obvious, but just enough to look like a derp and then slowly drip correct it.
27 Apr 2017, 03:56 AM
#43
avatar of LoopDloop

Posts: 3053

I really do feel that axis are overperforming this patch. Haven't won a single game as allies today, even when we played unequivocally better, and haven't lost a single game as axis.
27 Apr 2017, 04:16 AM
#44
avatar of Captain QQ

Posts: 365



Panthers weaknesses are rate of fire and moving accuracy. I think it s fair.


Not when it can reverse at the same speed a t34 can move forward
27 Apr 2017, 04:32 AM
#45
avatar of LoopDloop

Posts: 3053



Not when it can reverse at the same speed a t34 can move forward

Lol. Really though?
27 Apr 2017, 04:33 AM
#46
avatar of Grumpy

Posts: 1954

I really do feel that axis are overperforming this patch. Haven't won a single game as allies today, even when we played unequivocally better, and haven't lost a single game as axis.


Matchmaking has been really weird lately. I've mostly been playing Axis (love those cool uniforms in this patch) and have had days where I either get really bad players or top 100 players who are going to beat me regardless of any balance issues.

At some level, I don't mind the maxim nerf because before yesterday's patch, most of the people still playing Soviets were building at least three maxims, which can be really annoying for OKW on some maps.
27 Apr 2017, 04:42 AM
#47
avatar of Righteou5

Posts: 2

GG COH2 after 3k hours as a main allied player ive had enough. cya in coh3 maybe.
27 Apr 2017, 05:58 AM
#48
avatar of mycalliope

Posts: 721

Platoon command post manpower 180 fuel 30
Company command post manpower 200 fuel 115
Hammer Tactics manpower 200 fuel 50

Total tech costs manpower 580 fuel 195

Comet manpower 500 fuel 185
front armor 290 hit points 800 damage 160 penetration 190 range 45 (was 50)

Escalate to BP1 manpower 100 fuel 40
Light mech company manpower 200 fuel 20
Escalate to BP2 manpower 100 fuel 45
Escalate to BP3 manpower 100 fuel 45
Panzer korps manpower 200 fuel 50

Total tech costs manpower 700 fuel 200

Wehrmacht panther manpower 490 fuel 175
front armor 320 hit points 800 damage 160 penetration 240 range 50

Battlegroup hq & sws manpower 215 fuel 40
Panzer hq & sws manpower 215 fuel 135

Total tech costs manpower 430 fuel 175

OKW panther manpower 490 fuel 200
front armor 320 hit points 800 damage 160 penetration 240 range 50



can someone explain to me how the range reduction is fair, it gives the initiative to the panther to dictate combat and kite the comet, an ability usually given to tank destroyers with a counter balancing weakness, such as paper thin armor (Jackson) or no turret (su85, jagpanzer IV, elefant, jagdtiger).

a medium tank should not be able kite another medium tank (the game classes comet and panther as mediums), that makes for unbalanced and unsatisfying gameplay.

you forgot the part where comet has superior vet,and is got tier against infy and support weapons which pnather doesn't so considering that comet > pnather.....please stop the dozens of you allied fanboys which keep whining the most in forums have made the game unbalanced in first place
27 Apr 2017, 06:16 AM
#49
avatar of thegreatone1b

Posts: 34



We already spoke about this subject on another thread.
The reason of this mess in 4v4 is because of the MAP.

They are way too tight, making flank impossible so a single mg42 & a few mortar / AT gun can hold a side easily.

sadly, i think that coh2 is not suited for any game above 2v2. Even 2v2 on some map suffer from the same problem (road to kharkov per exemple).

And everyone is well aware of the clusterfuck it is in 4v4, but coh2 is fcked up from the beggining by relic bad game design, the "unprofessional" modder team can't fix the whole game just like that, they could only do a few tweaks when it need a huge change to become competitiv in 4v4.

I am already glad that they managed to make 1v1 & even sometimes 2v2 enjoyable on this game.

If you like so much 4v4, you should give up on coh2 and get instead DOW3. They are made by the same company, aka LEULIC, but this last one seems to be much more 'team games' oriented from what i saw.


Edit : i notice you speak alot about AXIS being overpowered in 4v4 but you seem to forget everytime how fked up is the brits emplacement regiment commander.

+1
27 Apr 2017, 06:25 AM
#50
avatar of ullumulu

Posts: 2243

I have a question:

Why habe allies the best allrounders, while axis have the best specialists units?

allies can in most times bloob one unit...and can fight vs all with that.

axis need in most times a unit from all class.....it needs much more micro and skill.

i underdstand that the game need different faction designs and units...but why only the best allrounders on allie side?
27 Apr 2017, 07:20 AM
#51
avatar of Highfiveeeee

Posts: 1740

I have a question:

Why habe allies the best allrounders, while axis have the best specialists units?

allies can in most times bloob one unit...and can fight vs all with that.

axis need in most times a unit from all class.....it needs much more micro and skill.

i underdstand that the game need different faction designs and units...but why only the best allrounders on allie side?


I'm not often on these forums anymore but still I know that you are one of the biggest Axis crybabies on here.
I too do play 70-80% Axis only, but your demands and suggestions are only ridiculous.
27 Apr 2017, 07:20 AM
#52
avatar of TickTack

Posts: 578

I have a question:

Why habe allies the best allrounders, while axis have the best specialists units?

allies can in most times bloob one unit...and can fight vs all with that.

axis need in most times a unit from all class.....it needs much more micro and skill.


Another quality post from you - I guess you're talking about Volks?
27 Apr 2017, 07:45 AM
#53
avatar of ullumulu

Posts: 2243



I'm not often on these forums anymore but still I know that you are one of the biggest Axis crybabies on here.
I too do play 70-80% Axis only, but your demands and suggestions are only ridiculous.


Hmm. I make threads about unbalanced and Op shit. And..whats comes?


The Team decided that its true.

examples?
- I said that the commander upgrade from brits is totally OP ...u get such a huge improvement from this commander...for only 25 ammo. >>>changed
- I said that the double mg on USF is totally op... >>changed
- i said that the salvage from brits commander is totally op >>> changed
- i said that the arti cover from brits commander is totally op >>> changed
- i said that the maxim is totally unbalanced >>> changed
- i said that the axis squad need a bigger formation size/ models clumb to much >>> changed

more and more and more...

for all of this i made a tread/ long post / repeatings...


and we got the fixes for that.

nice, right?

27 Apr 2017, 08:44 AM
#54
avatar of Esxile

Posts: 3600 | Subs: 1

I really do feel that axis are overperforming this patch. Haven't won a single game as allies today, even when we played unequivocally better, and haven't lost a single game as axis.


Early and mid game are more balanced than ever today. There is just some cheesy units that still remain.

The problem with that is it highlight how late game is completely broken in favor of Axis. When only one side has units that can 2 shots any of your tanks at a range you can't even respond.
It is less visible on 1vs1 cuz you don't use those units here but still one side has access to the biggest cat in game and you absolutely cannot prevent it, just counter it when on the field.
27 Apr 2017, 09:37 AM
#55
avatar of skemshead

Posts: 611

APRIL 25th UPDATE

Cromwell

We have found find that the Cromwell's ability crush models is far too potent. To help reduce this potency we are reducing the unit's rotation rate. However, to allow the Cromwell to retain the feel a higher-than-average mobility, we are compensating with an increased turret rotation rate.

Secondary to these changes, we are adjusting several other attributes of the Cromwell to bring its cost-efficiency in line with other tanks of its callibre.

Finally, to partly offset a weak British early game, we are giving Cromwells default access to smoke shells.


Smoke shell available at Vet0, but with a 15 second cooldown
Veterancy1 reverts smoke shell cooldown to 10 seconds




I really cannot see why smoke is necessary at vet 0. In my experience it rewards bad play,
ie overextending, not planting defensive mines, not supporting cromwell with at guns. So often I see brits yolo around with AEC (expect same from cromwells soon), drive straight into pack wall etc and then shit themselves, pop smoke and piss off back to safely.

IMHO brits need to screw up to loose AEC or cromwell when they first hit field and smoke is now an added safeguard.

Although, i do find lag being a crucial factor too on many occasions.
27 Apr 2017, 09:48 AM
#56
avatar of jackill2611

Posts: 246



I really cannot see why smoke is necessary at vet 0. In my experience it rewards bad play,
ie overextending, not planting defensive mines, not supporting cromwell with at guns. So often I see brits yolo around with AEC (expect same from cromwells soon), drive straight into pack wall etc and then shit themselves, pop smoke and piss off back to safely.

IMHO brits need to screw up to loose AEC or cromwell when they first hit field and smoke is now an added safeguard.

Although, i do find lag being a crucial factor too on many occasions.


Good luck with aiming a smoke shot, FYI it isn't like Combat Blitz
27 Apr 2017, 10:46 AM
#57
avatar of Tatatala

Posts: 589

so when are mirror matches in team games gonna be a thing? It's gonna be really hard to find any games as it stands...


We also won't get ridiculous arguments from allied/axis fanbois, and everything will be level.


Currently, Allies are dead, only USF inf can really stand up economically, now that cheese strats and crutches have been taken away.
27 Apr 2017, 10:48 AM
#58
avatar of ullumulu

Posts: 2243

its my dream: a mirror match on a mirror map....so we will see who have the best skill...not the best map side/ Op units
27 Apr 2017, 10:53 AM
#59
avatar of Tatatala

Posts: 589

I'd also like to see the ridiculous cover bonus/penalty for Tommies gone... so many maps and situations make it massively in favour of the tommies or massively against the favour of the Tommies... It's fine for flavour units like Ostruppen, but mainline inf? Not really.

You can't always pick and choose engagements, when certain strategic points need to be taken.
27 Apr 2017, 11:02 AM
#60
avatar of Array
Donator 11

Posts: 609

I think amongst all the complaining an important thing is being missed and that is many of these changes help return the fun and satisfaction of good combined arms play and taking out silly gimmicks and boring all rounder units.

The new maxim feels pretty weak but used wehr style in conjunction with mortars, infantry and ziz guns it's much more rewarding when you gain ground or defend successfully compared to the old maxim use.

I'm not qualified to say what the overall balance issues are, though I do feel they exist. What I hope is that the mod team is allowed to work through the rest of the game tweaking things with the above approach and this game could realise it's true potential.

For those upset they can't win, after a few games matchmaking (within the restrictions of the numbers playing) Will help them out with this and you should really take it as a challenge to up your skill level. It is frustrating when you can't overcome a particular cheese say for arguments sake elephant or Jagd shooting up tanks like a duck shoot but overall the game now has less cheese and more tactical play. Imo the issue is we are halfway through a process and the solution is not to go backwards but forwards
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