USF mortar is experimental, it is less likely going to be live with the patch. It can, but I wouldn't bet on it.
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Thread: Balance Preview Mod - Your Thoughts After Using It29 Apr 2016, 19:47 PM
USF mortar is experimental, it is less likely going to be live with the patch. It can, but I wouldn't bet on it. In: Lobby |
Thread: Balance Preview Mod - Your Thoughts After Using It29 Apr 2016, 09:23 AM
ST + Kubel at your cutoff and when you finally think you manage to push them back, HMG34 to suppress you. Balance says no. In: Lobby |
Thread: Updates on BALANCE PREVIEW MOD 28 Apr 2016, 15:18 PM
You´re too much in a wrong logic of if this W happens to my faction, then your faction must get that X. You're not going really far with that. In: Lobby |
Thread: WC51 = Scoutcar 222 according to cost28 Apr 2016, 12:12 PM
This is the objective of the capt losing its zooks. Now, will it cause balance issues with the 222, only playing the patch will tell us. In: COH2 Balance |
Thread: M10 call-in is too strong compared to Puma call-in27 Apr 2016, 09:48 AM
You can't really take one ESL match out of the pack to say ESL players aren't taking good decision because of one. Sometime people fail and aren't at their optimal level for one or couple of matchs. People says PUMA isn't great while it is, PUMA counter everything on wheels and tracks except Super Heavy tanks and thanks to the next patch, PUMA will also counter the Heaviest tanks! Top players are like any players, they want to win and even more in ESL competition. So they don't try to innovate, they use what is the best, the simplest for them and the most effective way to win their match. Only a couple of top players are really trying to innovating things, to change B.O, to shake the meta and usually they aren't the best one, they aren't the one winning competitions. Is Cruzz the best player? no, he is at top level but not the best while he is probably the one knowing numbers better than anybody else. Is Redxwing the best player? no, but he is the player trying to innovate the more, using unused commanders, some considerate as pure crap and still win with them, making them shine and casters saying -Wow, at the end this commander isn't that bad, we should give him more tries. In: COH2 Balance |
Thread: Updates on BALANCE PREVIEW MOD 27 Apr 2016, 08:02 AM
I read though all this and the whole time I was thinking about rifle blobs. Glad it is coming up here now. Problem with USF blob is you remove what makes rifles being able to blob, ok. What next, how do you balance USF with other factions? If you modify USF Rifle squads stats and upgrades, you're modifying 50% of the faction units and strength. You make them equal or weaker with Grens while more expensive? Or you also modify Grens stats to keep the balance between both units? But if you mod Grens stat, you'll also need to mod Cons stats because they cost the same price and you finish with Tommies because you can't let them that strong. OKW has no mainline infantry, saying volks are is an error, they're supposed to be the equivalent of Rear Echelon, the guys you send as meat shield or support, not the guy you send to do the dps stuff. So nerfing they DPS isn't an issue balance wise, because OKW has plenty of tools to do specific dps. Today it is an issue from player perspective because volks blob has always be the best way to use the faction. I'm not saying OKW will not suffer from lacks or being underpowered with those changes, but the problem is how do you want to balance the faction and units if you don't get ride of the volks blob first. How do you know how well works the PUMA if nobody uses it. I can tell you the PUMA is a great under use unit, same as the Flak HT, that a great unit with couple of volks around to act as meatshield. Now, to come back to USF, Rifle squads are unique combat infantry, no Sturmpioneer, no Obers, no pzgren, no UK superengineer, no Penals(if they get buff as the patch says) and only 2 doctrines providing elite troops, really expensive ones. The problem lies here, the non-choice available from design. Giving a Mortar is a first step, one mortar means 1 RM squad less on the field, or coming later, or less ATpower but gives early support option. Captain without free zook is another step, you need to save amo for your zooks so you can't only count on early BARs to do the AI dps, people will need to compensate the zooks delay with fuel unit dps like a M20 or HT. Or not upgrading zooks but early Atgun or Stuart. The patch is interesting, not what I would have personally done, but it merits a try. In: Lobby |
Thread: Rear Echelon Squads27 Apr 2016, 07:34 AM
Flamthrower is always an appealing choice, following your logic pioneer isn't an appealing choice since you need to invest amo to get them combat effective mid-to-late game. Hell They may become even more interesting to mix with RMs with their FT and riflenade vet1. FT let you vet them very fast and then you can spam riflenade on HMGs, giving Ostheer their own medicine. Last it gives you other tech choices, delay BARs/Zook upgrade since you use your first 60-120 amo into 1-2 FT. Not upgrading nade if the mortar make through the patch you'll use smoke from it. Anyway I'm always looking for balance, I don't want to improve RE only for the sake of having them better and USF better, I want them balance and offering interesting options at cost of decision and delaying other things. In: COH2 Balance |
Thread: Rear Echelon Squads27 Apr 2016, 07:12 AM
Remove from them the ability to pickup rack weapons and give them riflenade ability vet1 (same as gren) and flamethrower for 60 amo. So 1- USF need to equip Zooks on some RM which reduce the LMG blob power. 2- You'll need to keep your RE alive to use riflenade and mix them with your RM squads, here again reducing LMG blob power since they can't pick them and need to go close to deal flame damage. In: COH2 Balance |
Thread: M10 call-in is too strong compared to Puma call-in27 Apr 2016, 07:03 AM
Puma is a great unit, I use it to skip T3 and go directly Brumbar. 1x pak + 1 puma + 1 command tank and then T4 Brumbar. If I need more At power, I call more Puma Now, Puma comes CP5 and M10 CP8, not exactly the same time... Comparing both is not really relevant. In: COH2 Balance |
Thread: Bofor Barrage26 Apr 2016, 13:58 PM
Mortar from T1 softcounter the bofors. it forces brit to permanently repair the bofors, same with its barrage ability which barely kill a mortar or you've been sleepy. Next nothing in T2 can face the bofors except pak outrange it. Then T3 Stugs rape bofors for breakfast. build 2 of them and you counter 90% of brit late game units. Build 3 of them and you reach 100% brit late game. In: COH2 Gameplay |
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