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10 Nov 2017, 16:52 PM
#561
avatar of Array
Donator 11

Posts: 609



Who use mg on stug ? Maybe Dane only, its waste of ammo, for unit that attack from shadow :).



If it did something it might be used. Ostheer normally have a difficult choice at this point - go P4 first to help against the enemy infantry but anticipate it will soon get wrecked by an enemy tank or go Stug to destroy expected incoming enemy tank but lack any AI support to the point that enemy infantry can walk up to the stug and look through its ports to say hi to crew. All armoured vehicles should frighten infantry a little bit (Unless they are a Ferdinand at Kursk).
10 Nov 2017, 17:03 PM
#562
avatar of Hon3ynuts

Posts: 818



We can't fix everything at the same time. For each faction we have to prioritise what are the important aspects that ruin synergy and cause repetition.

For Soviets this was Conscripts, T2 and, with commander revamp, their elite infantry callins.

For OST, this was their teching and their lacklustre T3 non-Stug options.

For OKW, that was their non-sensical economy that is promoting infantry blobbing, and the fact that many units significantly outperform other similar-cost units.

For USF, that was their anti-tank late-game, and the fact that their entire metagame is concentrated around one squad type (Riflemen).

As for Brits, I don't think we've really touched them yet. Therefore, if we are allowed more scope-credit, it should go there.


It definitively sounds like the game will be significantly improved if you meet these goals, Thanks for all your hard work!
10 Nov 2017, 17:38 PM
#563
avatar of MrBananaGrabber.
Patrion 26

Posts: 328

The change to demo charges seems to have gone too far the other way. Their main role is wiping blobs (see 75% of all COH2 youtube videos), now that's going to be impossible, unless the person happens to look away from the screen (blobbers only have to focus on their blob).

Maybe lower the time to 1.5 seconds. Or experiment with having them lower the health as much as possible but not kill models. So instead of instantly wiping several squads, it drops their health to almost nothing.

As it is now I can't see it being very useful, and potentially means the Allies are vulnerable to Axis blobs all over again.
10 Nov 2017, 18:03 PM
#564
avatar of The amazing Chandler

Posts: 1355

What about Shock troops, can we have a small reduction of the manpower cost?
10 Nov 2017, 18:21 PM
#565
avatar of MarkedRaptor

Posts: 320



For OKW, that was their non-sensical economy that is promoting infantry blobbing, and the fact that many units significantly outperform other similar-cost units.




Hi Smith, I feel like the luches isn't getting enough of the nerf bat in this patch. Making it weaker against anti-vehicle isn't the problem (Yes it can take on AEC or Stuart if well micro'd) but it was technically only possible with faust or raket support.

The biggest issues are it's timing, cost, and performance against infantry. Mark my words if it doesn't get touched people will go luches rush in 3v3+ instead of medbunker once the FRP hits. As I said before the luches atm single handedly decides the meta for allies since they have to build against it.
10 Nov 2017, 19:02 PM
#566
avatar of Butcher

Posts: 1217

Finally. Those 1.3 changes are good.

This way the Ostheer Panther will be able to gain some vet and fight infantry.

Well done.
10 Nov 2017, 20:19 PM
#567
avatar of mondeogaming1

Posts: 464

Please at least give riflemen sandbags a lot of people are askign t hat
10 Nov 2017, 20:19 PM
#568
avatar of mondeogaming1

Posts: 464

Please at least give riflemen sandbags a lot of people are asking that
10 Nov 2017, 21:22 PM
#569
avatar of Dangerous-Cloth

Posts: 2066

The change to demo charges seems to have gone too far the other way. Their main role is wiping blobs (see 75% of all COH2 youtube videos), now that's going to be impossible, unless the person happens to look away from the screen (blobbers only have to focus on their blob).

Maybe lower the time to 1.5 seconds. Or experiment with having them lower the health as much as possible but not kill models. So instead of instantly wiping several squads, it drops their health to almost nothing.

As it is now I can't see it being very useful, and potentially means the Allies are vulnerable to Axis blobs all over again.


The problem with demo charges is that they are instant 'click' yeah I win and kill your lone squad capping ability. The funny thing is, OKW and all Allied factions are blobbing factions in 1v1 even. Meanwhile the multitude of blobbing factions (allied) have the actual best blob counter lol. Of course we can't neglect s-mines, but they can be spotted easily.

10 Nov 2017, 21:25 PM
#570
avatar of Dangerous-Cloth

Posts: 2066



Ank OKW has a maphack vehicle that "fires flares" for free and is in the same tier with leigt leicht howitzer.

Every good OST commander has some kind of recon (spotting scopes or recon plane ) too.


For me being able to fire a flare is not a justification to have a comparably weaker mortar compared to other mortars.


You understand that you now have a t2 map hack ability at vet 0 ready to go. This means it can be there in the first 3 minutes of the game. The IR halftrack comes way way later and actually costs more tech investment.
10 Nov 2017, 21:25 PM
#571
avatar of Dangerous-Cloth

Posts: 2066

What about the lovely KV1 and IS2 veterancy changes from the FBP? Are they coming back?
10 Nov 2017, 21:35 PM
#572
avatar of Mirdarion

Posts: 283

Okay, so we have gone from


we feel the OST Panther is more or less in a good spot.






to

Now in an even better spot.




Is this real? I mean, am I imagining things here? I don't think I took any substances (apart from sherbet), so I guess someone here must have put something in my water.
10 Nov 2017, 22:35 PM
#573
avatar of Angrade (Ægion)
Senior Modmaker Badge

Posts: 765 | Subs: 2

Please at least give riflemen sandbags a lot of people are asking that


There is doctrines for that and Rear Echelon can always build tank traps for heavy cover.
10 Nov 2017, 22:45 PM
#574
avatar of Angrade (Ægion)
Senior Modmaker Badge

Posts: 765 | Subs: 2

jump backJump back to quoted post10 Nov 2017, 16:03 PMLeo251
I guess mod team is given too much nerfes to OKW.

- You removed the SturmTiger capabilitis to shoot through obstacles. Why dont remove that same capabilities to the Churchill AVRE?
- You nerfed too much the Stuka Zu Fuss. What about the Katiushas, Calliopes and LM? those things are ruining 4v4 games, not panthers, jacksons, or elephants.

Does anyone remember that OKW are a starving faction and they are supposed to have really good units???


Katiushas are already the weakest Rocket arty
Calliopes has more pop cap, slower rate of fire, and reduced health
Land Mattress has already been nerfed to a good point.

Ostheer Panther has been buffed
Jackson has been buffed
The Elephant still has a stun shot, so it being able to two shot with that is a bit OP

Also, OKW are no longer starved on munitions or fuel. They get full income. Volks are not suppose be thematically as a good unit. They are more closer to reserve units for they are technically recovering wounded and old men.
10 Nov 2017, 22:46 PM
#575
avatar of mondeogaming1

Posts: 464



There is doctrines for that and Rear Echelon can always build tank traps for heavy cover.
yeah but if rear echo are near riflemen then riflemen will be at standar cover or negative i think only sandbags for riflemen will be good no mines no fighting positions only sandbags
10 Nov 2017, 22:48 PM
#576
avatar of Angrade (Ægion)
Senior Modmaker Badge

Posts: 765 | Subs: 2

yeah but if rear echo are near riflemen then riflemen will be at standar cover or negative i think only sandbags for riflemen will be good no mines no fighting positions only sandbags


well, lets look at their counter parts. Grens can not build sandbags and at max range it is a fifty-fifty toss up. Volks can build stand bags, but they are weaker.
10 Nov 2017, 23:40 PM
#577
avatar of Hater

Posts: 493

We are reverting the AT grenade and Moltov upgrade merge

Oh come on!

Panther V
Now in an even better spot.

Too fat :lol:

We are adjusting the performance of the Stuka

Nice adjustment, very cost effective :lolol: I said it once and was claimed as a fanboy, still, zu fuss isn't so great as those who forgetting their idling squads are bitching about. Firing allied rocket arty is way less frustrating.

The Kubelwagen

Hail spellcheck.

The following changes aim to put Panzerfusilliers on-par with other, similar infantry

Here I depleted my laughter quota for today so... uhm... it's like showing a carrot to a donkey. "We touching pfusis but won't even try to solve real problems haha". Same as to raken.



10 Nov 2017, 23:42 PM
#578
avatar of vasa1719

Posts: 2635 | Subs: 4

Permanently Banned
I am VERY much against the 1.3 sturmpioneer changes. If those changes go through as they are, I'm going a sturmpioneer into kubel start, and the enemy isnt going to get their cutoff. On some maps, it might honestly be a free win. The 12 second difference in construction time is massive and probably the only reason why we dont see actual double sturm starts.

Ill see if i can get some matches on the mod to illustrate my point (or prove myself wrong)


I have same opinion and i cannot undestand , why was need change time of builds for pio.
11 Nov 2017, 01:21 AM
#579
avatar of zerocoh

Posts: 930

Jesus those changes... You guys are just shifting the cancer around.

Nerfing T34 while buffing all ost t3 + grens? this means soviets are going to spam ZiS to counter everything (now that the barrage is cheaper).

P4 will be now even stronger than before lul, it's not like they were already ruining games enough...

Demo changes are so stupid, now instead of paying 90 ammo I will put a demo+mine/flare on top so it can blow up on time. and they won't even kill units on houses anymore. Atleast the werhbabbies will stop crying about it and realize that demos were never the problem.

OKW changes are all weird as hell, I played a few games on 1.1 and felt that okw was so weak, but now they seem to be open for huge cheese (dat sturm change will be hilarious on team games). Stuka change was too late, everyone worth their weight already know how to deal with it, but the 160hp and the new support weapons availability on allied side will still make a welcome change, It still does too much damage to tanks though but nobody will give a shit about that.

mortar flare at vet0 will be a double edged sword, great change but when axis steals it will be a nightmare. also the cost is kinda steep still but better than nothing. I still think all mortars need to be nerfed (yes, even the soviet is still good when in numbers).
11 Nov 2017, 01:41 AM
#580
avatar of miragefla
Developer Relic Badge

Posts: 1304 | Subs: 13

jump backJump back to quoted post11 Nov 2017, 01:21 AMzerocoh

Demo changes are so stupid, now instead of paying 90 ammo I will put a demo+mine/flare on top so it can blow up on time. and they won't even kill units on houses anymore. Atleast the werhbabbies will stop crying about it and realize that demos were never the problem.



Go back a bit. Triggering the charge still starts a count down and demos will still outright kill most buildings -and when they die so does everyone inside- especially EF ones.

On T-34s, they're still the cheapest tanks in the game that can engage most targets, particularly infantry with its gun and MGs. What do you want for a 300/90 package? There are other vehicles if you want specialist counters.
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