December Balance Preview
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Posts: 2066
Posts: 712
https://www.coh2.org/replay/65608/3v3-in-dbp-1-3
I also think that normal churchill should receive some love too
Posts: 2742
That at least i write fast and very good for my speed like now and you i bet write SO slow in your phone with auto correcter and crying how i make grammar mistakes i bet you didnt even went to school to learn all this things
This is not a chatroom. Proofread and spellcheck.
Posts: 911
So good I have see yesterday a full life volksquad entering in its range from far and crawling till lavanade range while suffering only 1 or 2 model lost but no pin.
Yeah that's BS, 50 cal has pritty high suppression and damage. And even if they did 50 cal is an easy reposition
Posts: 8154 | Subs: 2
While we are balancing for team games. How about Allied units receiving next to no friendly fire but Axis units receiving Stalin's hammer as soon as a friendly mortar strikes near them?
That's a really good point. Not sure if changes had been done but this is from an old post i made.
Praise be the search function for old posts:
Going roughly through coh2stats icons and checking area_damage_FF_multiplier:
I might got some wrong values but overall, i think a normalisation of friendly fire by category of weapon should be done (Pwerfer is one of the outliers). I didn't bother with offmaps cause it takes more time to look for them.
If you ask me, i'll remove the 0.03/0.03 category and move it all to 0.20/0.20 Friendly fire shouldn't be as friendly as it's now.
Posts: 1954
Yeah that's BS, 50 cal has pritty high suppression and damage. And even if they did 50 cal is an easy reposition
The 50 cal in the live version of the game doesn't suppress anything. It's almost as bad as the maxim for suppression, and the only saving grace is that it does do okay damage. You would know that if you actually used it.
Posts: 808
While we are balancing for team games. How about Allied units receiving next to no friendly fire but Axis units receiving Stalin's hammer as soon as a friendly mortar strikes near them?
if it was the other way round, guaranteed it would have been fixed already
Posts: 1954
In my opinion usf still too weak (specially vs okw) and axis late game still dominates (armor), i think usf needs maybe a slightly infantry nerf (riflemen) and give it more diversity, i think it needs normal mines (also reduce the current time of laying them down), nerf the damage of the mortar and give it more range, give it flamethrower for rear echelons, and i think the atg and mg should be together, maybe move the 50 cal to captain tier with atg and move stuart to lt tier, also i think pack howitzer needs a price reduction with a damage nerf and m20 needs a man power cost reduction
Good ideas - swapping the 50 cal and Stuart would make the USF in COH2 have nearly the same structure as in COH1.
Posts: 4183 | Subs: 4
While we are balancing for team games. How about Allied units receiving next to no friendly fire but Axis units receiving Stalin's hammer as soon as a friendly mortar strikes near them?
+1 QoL fix
Posts: 8
This also gives the panther a niche which it can be adjusted for. Because the panzer 4 would be a good option for when you need good ai but only decent at which against usf will be almost always, medium to late game, the usf would then be able to build a sherman instead of the jackson in order to counter the panzer 4, in order to counter it 1v1 the ost would have the option to go panther or a heavy tank. Which the usf would then have to go jackson against. Essentially giving each vehicle a niche that doesn't overlap in the usf army. Furthermore stug spam would be weaker against usf because the sherman would have enhanced at capabilities. Stug would still be effective just not as effective flip side grenadiers would be less in danger because sherman would not be as powerful against infantry.
This step is optional but I think the best balanced and best for ost. You can then make the panther sort of the premium main battle tank, Nerf its armor (small to fair) and at capabilities (slight it needs to beat a easy 8 reliably but not cost efficiently, needs to lose against a Pershing head on) buff its main gun against ai (small if mg buff was effective more if not) then set its fuel cost to 150 just slightly more expensive than an easy 8. Essentially turning it into the best main battle tank but making it lose against a heavy tank. This would give it a purpose and a role in the ost army.
Posts: 2243
sov need no anti blobb abilty..most sov are the blobbers actually. ever seen a effective gren blobb? grens cant (only with right doc) blobb around the map..they must stay to be effective...they are not rifles/ tommys/ penals
Posts: 12
Good ideas - swapping the 50 cal and Stuart would make the USF in COH2 have nearly the same structure as in COH1.
Problem there is Lieutenant would become M20, AA track, and Stuart, while Captain would be AT gun, 50 cal, and pack howitzer. That loads two light vehicles and a light tank into Lieutenant and makes it a very, very fuel-heavy choice compared to Captain having basically no added fuel costs—going Lieutenant would be pretty much non-viable unless you could guarantee strong fuel income, and you'd be punished very hard if you got cut off. It'd make more sense to swap the 50 cal with the AT gun as they're both team weapons and you'd still have low fuel income options in each tier.
Posts: 587
50 call is second only to dhsk in live.
You would know if you played against it.
Posts: 464
Then dont feed me back necro
This is not a chatroom. Proofread and spellcheck.
Posts: 1304 | Subs: 13
On the demo changes, essentially we're trying a few variations before we go to the final one where it's simply only allowed to be placed on objects. We want to to still have impact as traps, but also not act as super mines on the most likely location, territory and victory points. We were trying to make charges only camouflage with cover, but our attempts were failing and that state might return as it means you need to place demos in actual hiding spots, rather than in the open.
British in general have adjustments to the less used units, particularly Anvil's Churchill tank while toning down some of the more powerful units like Tommies in the early game with their 0.8 RA that stacked with their 0.9 RA when in cover and Sappers. They did get population reductions given units like Tommies are specialists and now less durable against small-arms. Also 25 pounders should now be useful against key locations if you can keep LOS as the guns fire. Airburst, while now covering a larger area, should no longer be pin-point nuke ability on the target area.
Posts: 875 | Subs: 6
* Recharge time from 120s to 45s
* Cost from 100 to 40
* Effects end when the vehicle is fully healed."
40 munitions to fully repair all your vehicles? That's way too cheap, compare that to Soviet Crew repair which is 30 munitions + munitions drain over time for a single vehicle, not potentially 4-5
Posts: 2636 | Subs: 17
"Vehicle Repair
* Recharge time from 120s to 45s
* Cost from 100 to 40
* Effects end when the vehicle is fully healed."
40 munitions to fully repair all your vehicles? That's way too cheap, compare that to Soviet Crew repair which is 30 munitions + munitions drain over time for a single vehicle, not potentially 4-5
It's for one vehicle only. The notes are unclear.
Posts: 150
It doesn't have to be a huge nerf, maybe just increase the cost of the repair stations would be fine.
Posts: 1323 | Subs: 1
I'm not good at math but the reload speed buff and the vet nerf more or less make it reload faster from the get go but end up being the same as old? It had -50% reload speed at Vet3.
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