If you really wanted to rush for the 6pdr and care little for infantry field presence you could get it out as early as 2:30, maybe 3:00, way sooner than the 222. This, however, is wholly unreasonable.
As for the British sniper... I see no problems with the concept of soft counters in the game. They dun goofed for removing engine damage. It's like whoever was at Relic read the "why sniper damages its counter OMG" thread and went "WHOOOOAH MAN that sentence makes sense execute british nerf protocol beep boop " without realizing that a) Brits have no other snares, b) Brits have no infantry held AT, c) things killing their intended counters, even hard counters, is extremely common in this game (Stuarts can kill StuGs, infantry can kill MGs, and shall we talk about tanks and AT guns?)
Profile of drChengele
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Steam: 76561198002493220
Residence: Serbia
Nationality: Serbia
Timezone: Europe/Belgrade
Steam: 76561198002493220
Residence: Serbia
Nationality: Serbia
Timezone: Europe/Belgrade
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Post History of drChengele
Thread: December Patch British19 Nov 2015, 20:07 PM
In: COH2 Balance |
Thread: Calliope/ Goliath commanders incoming19 Nov 2015, 18:38 PM
Dat OKW commander. I shall love him. I shall cherish him. I shall call him George. When the lights go out, George likes to roleplay as CoH1's Defensive doctrine... and likes it. In: Lobby |
Thread: Company of Heroes 2: Master Collection19 Nov 2015, 18:31 PM
Noice. I see no commanders in the pack, though. In: Lobby |
Thread: December Balance Osth. Sup. Drop Zone/ SU Allied Sup. Drop19 Nov 2015, 17:24 PM
I believe the very function of the changes was to make resource conversions less useful across the board. That Redistribute Resources got the bigger nerfbat is completely justified, as the 2 commanders that were using it benefitted from it (While I wouldn't put Osttruppen on the same page as CAS, they were not so dependent on this ability in the first place, so it balances out). This change to CAS is what will make all the difference in team games, for the better. CAS was just frustrating to play against. It still will be, but at least there will be no "oh I could really use a Stuka right now but I have no ammo... oh, look, a magic button to enable all my abilities *click*) situations. OKW resource penalty removal is not a nerf to this ability. It's like saying me giving you $5000 is less of a good thing because you already have $1000, so if I want to be on your good side, I should give you $7000 to compensate. In: COH2 Balance |
Thread: The new OKW design19 Nov 2015, 17:14 PM
(snip)Holy mother of point-by-point refutals! Unfortunately most of the thigns you said is a matter of opinion, which could just as easily be said for my original post. What is frustrating to you may be fun to me. What makes sense to me might not to you. And I freely admit that. I LOVED the fact OKW was so unique and I argued against resource penalty removals many times before. But then... remember when they removed the penalty for ammo (from 66% total received to 100% total) and then they had to release basically a hotfix to compromise at 80%? And that was when Schrecks were still 90 a pop! I see nothing changed in the meantime, so I am not sure what gives them the idea that it will be balanced this time around. Some things are really not subjective, some things are up to numbers. I do not feel that OKW units are worse than their counterparts. The Panzer is better than other mediums (T34/85 beats it for cost but it is doctrinal, after all). The Panther is completely the same except it comes in what is basically T3 for Ostheer. Obers are more useful than Panzergrenadiers, Ostheer doesn't even have a Luchs equivalent. The strong late game of OKW is not a myth. Strong late game depends on more things than just armor mass. OKW was designed around the fact you can't spam armour (in teamgames you often float fuel towards the end game so the point is moot anyway). Volks could obtain vet5 pretty regularly in 1v1s, and I wouldn't say they bled you much because they are dirt cheap to reinforce. Oh, and regarding this: First time I hear that an IS2 costs 260 fuel and needs all techs unlocked.This point literally only applies for people who stall for IS2 without teching, in which case, sorry, you should have punished that. Getting all three tier buildings as OKW is now 170 fuel, for which they get a medic bunker, a repair point, and a very good defensive position, and all abilities / grenades unlocked. Soviets going T2 / T3 with at least some sideteching is not far off from the 170 mark, (except they don't get forward retreat, they don't get free repairs, and they don't get a defensive structure). So OKW has a clear advantage on the Soviets thanks to the teching now. Myths over myths. 5 mp difference means litteraly 2 seconds. 45 Mp difference is 18 seconds. You lose all engangments against mainline infantry and no opponent will build only engineers. They are not cheap to maintain, as they bleed more in late game due received accuracy allies get.Only 1 of the 3 allied factions has 240mp infantry, the others are at a 45 manpower difference, which adds up significantly in term of both reinforcement and number of squads on the field. What do you want, Volks to stand up to Rifles and IS 1 on 1? Conscripts are the only ones which cost similar, but they have better anti infantry DPS at close range. The Volks / Cons disparity will not lose you the game, however, because in the very earliest game it is negated by immediate Sturmpio squad, and later on, by the fact OKW has to spend less manpower teching. As for your remarks about Kubel, I guess I can agree there. So there's at least something. I have no doubt Relic will fix all this balance-wise. It might take them several patches, but they will. But they have a well known one step forward / two steps back approach and of the many, many ways OKW could have been redesigned, this was, I feel, not the best way forward, neither design- nor balance-wise. Regarding Luchs, I have nothing to say, really, except it was in the non-last truck once before, in WFA alpha, and it was a nightmare to balance until they moved it to the last truck. In: COH2 Gameplay |
Thread: The new OKW design18 Nov 2015, 23:35 PM
Some of the changes from the patch log are incredibly awesome and enough to breathe life into this game. Others will need to be toned down before release, otherwise the bad changes will completely overshadow the good. Of course that is what preview mods always were for - to see what works and what doesn't. However, while I feel balance will sort itself out sooner or later, I feel a deeper problem - Relic has completely lost their compass for OKW. I've been with the OKW since WFA early alpha, I saw the experiment in Brits alpha, and I generally like to play as OKW, so I know all the crazy shit Relic tried to do with the faction. With the new patch seems like a godsend at first, allow me to rain on the parade a bit and express my concerns about the following problems of style, design, vision and balance. Homogenization of the game. OKW is being brought to be more similar with the other factions. This is a matter of preference, but it does make the game seem blander and it does remove one of the most interesting aspects of OKW. As long as each faction has distinct teching, I could deal with some homogenization, but I strongly believe OKW could have been balanced without removing the resource penalty. We all learned to play with and against it. OKW had problems, it was frustrating to play with and against sometimes, but its main problems were that their core infantry (Volks, Sturms) couldn't really hold their weight against allied infantry. Volks buff should make this a bit easier now, but the removal of fuel penalties changes literally nothing in this equation, whereas it only makes OKW post-T4 lategame even stronger, buffing literally the only aspect of that faction where they didn't need a leg up. Resource penalty removal In return for resource penalty, OKW had excellent specialist units, very flexible teching, strong manpower-only army, AND vet5. Relic removed the resource penalty, but toned down vet4 and vet5 bonuses. Does Relic really not realize that all the other advantages that OKW got in compensation for resource penalties have been left untouched? OKW Panzer is better than Ostheer Panzer, OKW Panther can come way earlier than Ostheer Panther, both these tanks are in a faction that will distribute Schrecks to its infantry like candy and that that has a non-doctrinal King Tiger which is now no more of an investment than an IS2 is for a Soviet player? Without the resource penalty, how on earth can you keep justifying 5 ammo infiltration grenades? How can LMG34s still cost 60 ammo? How can you look an Ostheer player in the eye and explain to him that you unlock a Panther (without even rushing or sacrificing part of your tech) after 110 fuel? Sure, Teching was made a bit more expensive through the addition of a small cost for the sws truck, but in the long run OKW have the best tech buildings concept in the game. By the way, I am not afraid of the 6 minute Luchs. It is so hilariously insanely overpowered that I am confident it will not make it into the main game. Oh, and let it sink in for a second that this supposed faction of specialists will now have the hands-down best and most versatile core infantry unit in the game. Volksgrenadiers: I love these guys. I really do. Everyone and his dog already knows that all inherent problems with Volks comes from Panzerschrecks. Volks only ever struggled in anti-infantry department, and what does Relic do? They do a double whammy (reduce the Panzerschreck ammo cost while removing the ammo penalty) that further saturates the map with Schrecks, making life more difficult for light vehicles, which will in effect force allied players to - you guessed it - opt for more infantry... the one thing Volks already struggle against. Kubelwagens: Someone over at Relic really has a desperate boner for a Kubelwagen as a core early game OKW unit. This is okay, I suppose, but they appear to forget that suppression is a rather important part of the CoH franchise and a good way to deal with blobs. Please ask yourselves - what is the role of the Kubelwagen now, and did OKW really have a hole which that role fills? OKW never struggled in cap power. They already had the best early game capping potential of all the factions except maybe Soviet conspam - they start with a unit that can chase off all other capper squads 1 on 1, and they can outproduce cheap infantry. Why on earth would they need a fast, cheap, capping vehicle and lose their only non-doctrinal suppression platform in the process, when they already have Volks? I am not saying Kubels will not be built - they will. In spades. And it will free up more Volks to do the actual fighting. Which I gather was the point, but Volks could already handle capping on their own. Conclusion: No matter how much I love most of the changes in the patch preview (hooray for Industry and CAS changes) I sincerely hope Relic gets their pudding together and decide where they are going with OKW's design. We are very close to have a nice faction revamp, but I fear that the new OKW will lose all their weaknesses while keeping all the good stuff they got in return for those weaknesses in the first place. In: COH2 Gameplay |
Thread: Riflemen Vet breaks balance (with comparisons)17 Nov 2015, 04:23 AM
the scoped lee enfield being inferior was a bug fixed a long time ago. Now they are a straight up upgrade from the normal lee enfield.Gotcha. Thanks for the info! In: Lobby |
Thread: Riflemen Vet breaks balance (with comparisons)17 Nov 2015, 02:02 AM
As an interesting aside, the two scoped Lee Enfields also count towards weapon slot limit or something, but they cannot be dropped themselves, so they cause Vet3 tommies to start dropping other weapons sooner than otherwise. I had a 5-man vet3 tommy squad drop Brens when down to 3 men, and I am pretty sure I read somewhere that the scoped Lee-Enfields also have a stats downside somehow, like they are not affected by some modifier or another (cover, garrison, command aura, not sure tbh) but I don't remember the details. Does this ring a bell for anyone or am I becoming senile? In: Lobby |
Thread: Rework Assault Grenadiers16 Nov 2015, 02:48 AM
On the one hand, they are useful in an even shorter window than Kubels. On the other, Mech Assault is already a pretty damn good commander ( just look how many Operation Charlie Fox Ostheer players used it). But that shouldn't affect this poor unit. In: COH2 Gameplay |
Thread: Panther Vet16 Nov 2015, 00:33 AM
Not temporary but a permanent ROF bonus(%35cooldown on main gun) with vet2 and keep blitz as it is.Do you know that Panther already gets insane bonuses at vet2? In: Lobby |
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