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Increase light jaegars price

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21 Dec 2018, 11:25 AM
#61
avatar of Lago

Posts: 3260



dont u see the sniper symbol above them? they are accurate and of cos there is no reason for a squad not have sniper rifle sniping


That's First Strike, which is an accuracy boost when attacking from camouflage.

Sniping specifically refers to rolling to instantly kill models below 75% health, which requires the scoped G43s.
21 Dec 2018, 22:03 PM
#62
avatar of Widerstreit

Posts: 1392


Dont u think this is l2p issue, buldozer is just solid and assault enginers they cost like rifleman and stil they are worse than assault grenadiers i guess


So, I don't have such a problem with with them. But, if you look in other themes in Forum, then there are some larger problems.

- Many people think Cons are too bad for their price. Reducing their price to 220mp would make them spam-able.
- Many people wish that HMG42 arrives later like T1, but that needs a Penal nerf too. Grens Need to arrive then in T0 to have something versus Cons.
- HMG42 is needed verus assault engineers.

So, quick story. To fix little bit Soviet inf-line-up result in nerfing assault engineers.
21 Dec 2018, 22:12 PM
#63
avatar of thedarkarmadillo

Posts: 5279



So, I don't have such a problem with with them. But, if you look in other themes in Forum, then there are some larger problems.

- Many people think Cons are too bad for their price. Reducing their price to 220mp would make them spam-able.
- Many people wish that HMG42 arrives later like T1, but that needs a Penal nerf too. Grens Need to arrive then in T0 to have something versus Cons.
- HMG42 is needed verus assault engineers.

So, quick story. To fix little bit Soviet inf-line-up result in nerfing assault engineers.

Given relative costing performance cons do need something. Same priced grens outperform and out scale with no side teching needed, Volks for 10mp more also out perform and outscale... Also for no additional side tech. This match up is important because they even have similar kits- relatively durable squad, snare, cover/ garrison denying grenade, sandbags, weapon upgrade that increase close range dps
Except volks version is better across the board...

Also mg42 in t1 delays it like 30 seconds. Idk why people think it needs done. It it's not going to change much. If Ost need it vs ass engies how do usf deal vs sturms? How do Soviet live getting theit MG out after their insta build first building?...
21 Dec 2018, 22:53 PM
#64
avatar of Katitof

Posts: 17891 | Subs: 8



So, I don't have such a problem with with them. But, if you look in other themes in Forum, then there are some larger problems.

- Many people think Cons are too bad for their price. Reducing their price to 220mp would make them spam-able.
- Many people wish that HMG42 arrives later like T1, but that needs a Penal nerf too. Grens Need to arrive then in T0 to have something versus Cons.
- HMG42 is needed verus assault engineers.

So, quick story. To fix little bit Soviet inf-line-up result in nerfing assault engineers.

Squads performing well are more expensive.

Squads performing bad are less expensive.

Cons are the 2nd.
HMG42 or penals have nothing to do with it, its exclusively cons being non scaling shit case.

They are closer to osttruppen then grenadiers and you can't deny that without completely engulfing yourself in fanboi coat.
21 Dec 2018, 23:01 PM
#65
avatar of Widerstreit

Posts: 1392


Also mg42 in t1 delays it like 30 seconds. Idk why people think it needs done. It it's not going to change much. If Ost need it vs ass engies how do usf deal vs sturms? How do Soviet live getting theit MG out after their insta build first building?...


This 30sek is gg versus assault engineers.

You have to see the hole game. Not only a hand full of units.

For example, that is something Katitof isn't able to do.



And like I said. If you make cons cheaper and put HMG42 into T1, then you have to put Grens into T0. But Assault Engineers will overrun them. Without a litte Timing nerf they will force you into base. The situation is like some years ago, then Sturmgernadiers were so op. Without a MG they will force you into base in that 30sek.

Same as Penals are too effective in comaprison with other units.

Same as Jägers need higher price.

Edit: When did you see Sturmgrenadiers the last time? Or do you mean Sturmpioneers of OKW? Don't mix fractions now, if you do so please explain it more.
21 Dec 2018, 23:12 PM
#66
avatar of Katitof

Posts: 17891 | Subs: 8



This 30sek is gg versus assault engineers.

You have to see the hole game. Not only a hand full of units.

For example, that is something Katitof isn't able to do.



And like I said. If you make cons cheaper and put HMG42 into T1, then you have to put Grens into T0. Assault pioneers are so spamabe, that without a litte nerf they will force youn into base without the HMG42 in that 30sek.

Same as Penals are too effective in comaprison with other units.

Same as Jägers need higher price.

Edit: When did you see Sturmgrenadiers the last time? Or do you mean Sturmpioneers of OKW?

Speaking of things certain individuals aren't able to do - apparently you are completely incapable of entering a garrison or keeping(any) 2 squads together in early game in the direction where you expect assault engies to be. Pios and grens are more then enough to fend them off, but you need a little more micro then you are capable of.

And if you think Assault engies are OP in early game, you must be loosing your shit over sturmpios then.

If you make cons 20mp cheaper, nothing will happen outside of upgrades being little bit more affordable.
You whined that they'll be spammable.

4 cons would be 80 mp saved.
AT nades cost 125.

You'd have to buy 11 con squads to have 12th "free", how is that spammable in your head?

As someone not-so-smart once said:
You have to see the hole game. Not only a hand full of units.
21 Dec 2018, 23:17 PM
#67
avatar of Widerstreit

Posts: 1392

jump backJump back to quoted post21 Dec 2018, 23:12 PMKatitof

If you make cons 20mp cheaper, nothing will happen outside of upgrades being little bit more affordable.
You whined that they'll be spammable.

4 cons would be 80 mp saved.
AT nades cost 125.

You'd have to buy 11 con squads to have 12th "free", how is that spammable in your head?

As someone once said:
You have to see the hole game. Not only a hand full of units.


This 80mp is the key e.g. for Osttruppen to send the 2nd unit in while HMG42 arrives and cooldown of 1st Osttrupp ended. You know what that means? You skip T1 and the Faust-ability.

And that you don't know that shows up, that you have no idea of Osttruppen if you like to compare Cons with them.


And for soviet that means, that your molotov upgrade arrives earlyer etc. OR that you can play more aggresive.

How was MG-spaming got 'fixed'? Increasing their price form 240 to 260.

Edit: And Katitof, you have simply no perspicacity and
no meaningful contributions.
21 Dec 2018, 23:30 PM
#68
avatar of Katitof

Posts: 17891 | Subs: 8



This 80mp is the key e.g. for Osttruppen to send the 2nd unit in while HMG42 arrives and cooldown of 1st Osttrupp ended. You know what that means? You skip T1 and the Faust-ability.

And that you don't know that shows up, that you have no idea of Osttruppen if you like to compare Cons with them.


And for soviet that means, that your molotov upgrade arrives earlyer etc. OR that you can play more aggresive.

How was MG-spaming got 'fixed'? Increasing their price form 240 to 260.

Edit: And Katitof, you have simply no perspicacity and
no meaningful contributions.

Well, I'll have to enlighten you:
Soviets do not have osttruppen, they also do not have T0 best-in-game HMG.
You know what they also do not have?
Extra starting MP compared to 100 okw and 80 ost.
And no, molo won't arrive earlier, you can already go for early molos after 2nd cons and you won't even have muni to throw 2, how is that relevant?
You can't be anymore aggressive, unless you show me your 1000 IQ plays and all the different things you can do within the between 1 and 2 seconds which would resuly from the discount.

How was maxim spamming fixed?
By nerfing DPS, veterancy, mobility, suppression, scalability, nerfing vet1, increasing reinforce cost AND increasing cost.
Can you be anymore clueless and ignorant? (don't answer, its not a challenge)

And lastly, thanks kettle, but you should be the one staying as far from posting in any kind of balance discussion as its humanly possible.

Have you even played soviets outside of that one time you did on campaign?
21 Dec 2018, 23:50 PM
#69
avatar of addvaluejack

Posts: 261

jump backJump back to quoted post21 Dec 2018, 22:53 PMKatitof

Squads performing well are more expensive.

Squads performing bad are less expensive.

Cons are the 2nd.
HMG42 or penals have nothing to do with it, its exclusively cons being non scaling shit case.

They are closer to osttruppen then grenadiers and you can't deny that without completely engulfing yourself in fanboi coat.


You are really a double standard man.

So, give me an unit which cost 20 fuel but perform worse than OKW's 221.

An unit's performance should be related to its price, don't you think so?
22 Dec 2018, 00:17 AM
#70
avatar of Widerstreit

Posts: 1392

jump backJump back to quoted post21 Dec 2018, 23:30 PMKatitof

...


Never played the Campaign in CoH2, if you really want to know.

Did you ever made an usfull balance post or something for the game? Can't remember. But I know, you are like cancer, everyone wants to ignore it but at least they can't. I want to know the number of Forum-members left the community because of you.

Use your time and make some mods too give Show some balancing ideas. Not waist your time
to annoy everyone.


Edit: The hole MG-spaming got reduced by higher price.

And now you have to decide how a fraction should look like. Little soviet fan-Boy.
22 Dec 2018, 00:36 AM
#71
avatar of Loren

Posts: 107

I can not quite understand why buffing JLI. The JLI before patch was already doing enough value as a support unit. they has long sight range, and critical hit skill for under 80% health. that means, they are semi-snipers who has few versatile skills, 4-men squad. Now, it is too cost-effective and many users do JLI spamming. Basically they are not designed to be baseline infantry, but they now perform the role of baseline infantry similarly by collapsing the frontline too fast. Other factions are also difficult, but the USF is particularly hard to deal with. In mid-game, JLI sweeps almost all battlefields. The only countermeasure against this is the collapse of using the armor, but the OKW is easy to deal with with many clocking AT units. In addition to JLI's clocking function, it gives the impression that it is almost against ghost army.
22 Dec 2018, 01:17 AM
#72
avatar of addvaluejack

Posts: 261

jump backJump back to quoted post22 Dec 2018, 00:36 AMLoren
I can not quite understand why I've been buffing the existing JLI. The JLI before patch was already doing enough value as a support unit. Now, it is too cost-effective and many users do JLI spamming. Other factions are also difficult, but the USF is particularly hard to deal with. In mid-game, JLI sweeps almost all battlefields. The only countermeasure against this is the collapse of using the armor, but the OKW is easy to deal with with many clocking AT units. In addition to JLI's clocking function, it gives the impression that it is almost against ghost army.


The major problem with the old JLI is they comes too late. The old JLI requires CP2, so OKW player will not be able to call in JLI after they built their 3rd Volks, OKW player have to build the 4th Volks.

The new JLI only requires CP1, so OKW player could have "3 Volks+1 JLI" instead of "4 Volks+1 JLI".



In mid-game, they are counter by any AA halftrack or light tanks. Infantry section with one bren, guards and penal could counter them.

Rakten only has 50 range, and light tanks has 40 range. As long as you do not use your light tanks charge into enemy's formation, your light tanks are safe. Besides, JLI has no snare.
22 Dec 2018, 02:44 AM
#73
avatar of Loren

Posts: 107



The major problem with the old JLI is they comes too late. The old JLI requires CP2, so OKW player will not be able to call in JLI after they built their 3rd Volks, OKW player have to build the 4th Volks.

2cp requires are not too late. The majority of call-in infantry has a requirement of 2 to 3 cp. Rather, infantry capable of call-in to 0cp or 1cp belongs to a very weak infantry (ex: osttrupen).
Obviously, JLI is more elite infantry than infantry like Ostrruppen or Assault Grenadier.



In mid-game, they are counter by any AA halftrack or light tanks. Infantry section with one bren, guards and penal could counter them.



If you talk like a faction by mixing the UKF and the USF, balance debate is never conclusive. Let's talk about Tommy since we have started the story of the UKF. In the past, Tommy was nerfed with Bren's performance despite the fact that Bren's DPS was so powerful that, such like JLI.


Rakten only has 50 range, and light tanks has 40 range. As long as you do not use your light tanks charge into enemy's formation, your light tanks are safe. Besides, JLI has no snare.


As you mentioned, the light tank has a shorter maximum range than anti-tank gun. JLI is worth it when shooting long distances from the frontline. In most cases, the position of Raketenwerfer is very difficult to predict due to its concealment ability, and it destroys the light train without any ricochet with only 2 or 3 attacks. If two or more Raketenwerfer are used aggressively in a stealth mode, the corresponding side will have to use a light tank very defensively. The problem is that JLI removes infantry at a much faster rate than the light tank's thing in a long-range shot at the frontline.
Think before Tommy's bren was patched in the past. If Tommy collapses the frontline with 2 brens, imagine the other person's AT-gun can not expect there position at all caused by cloaking. USF is now experiencing exactly the same problem.
22 Dec 2018, 03:06 AM
#74
avatar of NaOCl

Posts: 374

JLI are fine, learn to close the distance, their DPS gets worse at close range, unlike most squads who have higher dps at closer range
22 Dec 2018, 03:07 AM
#75
avatar of NaOCl

Posts: 374

JLI Have Target size 0.8 For is cost too effective ?


Not until vet 3.
22 Dec 2018, 03:28 AM
#76
avatar of addvaluejack

Posts: 261

jump backJump back to quoted post22 Dec 2018, 02:44 AMLoren

2cp requires are not too late. The majority of call-in infantry has a requirement of 2 to 3 cp. Rather, infantry capable of call-in to 0cp or 1cp belongs to a very weak infantry (ex: osttrupen).
Obviously, JLI is more elite infantry than infantry like Ostrruppen or Assault Grenadier.

I think you should compare JLI with pathfinder which is 0 CP call-in infantry.
Besides, 0cp or 1cp doesn't mean trash units. Assault grens is 0cp call-in, and Assault engineer is 0cp call-in, too.

jump backJump back to quoted post22 Dec 2018, 02:44 AMLoren

If you talk like a faction by mixing the UKF and the USF, balance debate is never conclusive. Let's talk about Tommy since we have started the story of the UKF. In the past, Tommy was nerfed with Bren's performance despite the fact that Bren's DPS was so powerful that, such like JLI.

As you mentioned, the light tank has a shorter maximum range than anti-tank gun. JLI is worth it when shooting long distances from the frontline. In most cases, the position of Raketenwerfer is very difficult to predict due to its concealment ability, and it destroys the light train without any ricochet with only 2 or 3 attacks. If two or more Raketenwerfer are used aggressively in a stealth mode, the corresponding side will have to use a light tank very defensively. The problem is that JLI removes infantry at a much faster rate than the light tank's thing in a long-range shot at the frontline.
Think before Tommy's bren was patched in the past. If Tommy collapses the frontline with 2 brens, imagine the other person's AT-gun can not expect there position at all caused by cloaking. USF is now experiencing exactly the same problem.

For Sov and US: It takes 3 raketen shot to finish a light tank, so as long as you keep your light tank at distance, you can retreat gracefully. Besides, Raketen has do not have good accuracy against small targets at max range. And Raketen moves extremely slow while in camo,

For UKF: What about Bofors?
22 Dec 2018, 03:43 AM
#77
avatar of blancat

Posts: 810


I think you should compare JLI with pathfinder which is 0 CP call-in infantry.
Besides, 0cp or 1cp doesn't mean trash units. Assault grens is 0cp call-in, and Assault engineer is 0cp call-in, too.


For Sov and US: It takes 3 raketen shot to finish a light tank, so as long as you keep your light tank at distance, you can retreat gracefully. Besides, Raketen has do not have good accuracy against small targets at max range. And Raketen moves extremely slow while in camo,

For UKF: What about Bofors?



We are talking about call-in infantry and JLI

Focus on topic

22 Dec 2018, 03:47 AM
#78
avatar of gbem

Posts: 1979



You are really a double standard man.

So, give me an unit which cost 20 fuel but perform worse than OKW's 221.

An unit's performance should be related to its price, don't you think so?


the 221 is a utility vehicle... it gets plenty of abilities for its price like healing drops recon and vet 1 smoke and can become a cache upon upgrading... its perfect for chasing down retreating squads and blunting T1 aggression before sov can get the guards out... its not overpowered like JLI but its stronger than you think...
22 Dec 2018, 03:48 AM
#79
avatar of gbem

Posts: 1979

jump backJump back to quoted post22 Dec 2018, 03:06 AMNaOCl
JLI are fine, learn to close the distance, their DPS gets worse at close range, unlike most squads who have higher dps at closer range


"i just want to roll over sov T1 consistently" argument... when a unit obsoletes an entire faction you know theres a problem
22 Dec 2018, 04:04 AM
#80
avatar of addvaluejack

Posts: 261

jump backJump back to quoted post22 Dec 2018, 03:47 AMgbem


the 221 is a utility vehicle... it gets plenty of abilities for its price like healing drops recon and vet 1 smoke and can become a cache upon upgrading... its perfect for chasing down retreating squads and blunting T1 aggression before sov can get the guards out... its not overpowered like JLI but its stronger than you think...


You don't need guards, M3 and Universal Carrier both can win one-on-one with 221. And M3 only cost 5 fuel and UC cost no fuel. You can try that in cheat mode.

For utility, 221 can only dispatch medic, nothing more. M3 and UC can transport infantry. I think transport ability is useful for a vehicle who can not capture. Don't you think so?
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