What is the point of making a 135 fuel TD to counter other ~130-145 fuel TDS. It doesn't beat them that hard if at all.
Those other TDS are used in the first place because they are effective at range vs heavy tanks or shut down mediums completely, roles which the JP4 is inefficient at. It needs to be more effective in this regard to find a niche.
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Post History of Hon3ynuts
Thread: Jagdpanzer 4 nerf nao 6 Nov 2019, 16:30 PM
In: COH2 Balance |
Thread: MAPPATCH1 Nov 2019, 19:50 PM
Is there a guide to the changes anywhere? I'd love to look over comparisons or thought processes for adjustments, since design is very interesting to me. WhiteFlash made a video for nexus, which is here https://www.youtube.com/watch?v=pJ6k0XU_DMg and I know Rosebone has a post for Faymonville Linked below https://www.coh2.org/topic/99626/faymonville-approach-for-world-championship-2019/page/1#post_id781646 In: Lobby |
Thread: Ostheer T4 Hot garbage or Actually fine?1 Nov 2019, 18:07 PM
Non meta doesn't mean weak. It just means non meta. The DSHK was a monster but was overshadowed by the maxim. Not weak but not meta and I believe that mostly sums up the brumbar too. Not weak but overshadowed by the turreted, quicker Ostwind. Following up with a P4 with an ostwind costs 300 mp 100 fuel Following it up with a brumbar costs 620 manpower and 200 fuel. What substantive arguments support that difference in cost? I think non-meta can refer to strategies that work but are unreliable or require a certain level of skill or technique, not ones which are wildly overpriced or ineffective. At that cost it should be performing like a K-v2 or IS2 which would come at a similar time after say a t34 90+ kv2 230 fuel = 310. Ostheer p4 120 + brumbar 200 = 320. In: COH2 Balance |
Thread: On the M4A3E81 Nov 2019, 00:20 AM
It's good against vehicles, but only some vehicles where the high armor is helpful. The reload is 6.55 seconds and the Penetration is only ~165 which is horrible and above average respectively. I don't think it's terrible but I think it could have some lateral adjustments so it can find a niche where it fits better. Making it more like the Comet or Panther with increase price and performance would probably be the easiest way to provide a more interesting choice for USF players. If you leave the Price as is it's probably going to be overshadowed by the AI sherman or the AT Jackson if its performance is "Balanced" In: COH2 Balance |
Thread: Ostheer T4 Hot garbage or Actually fine?31 Oct 2019, 21:13 PM
Why is that shit okay midgame while the Brummbär isn't allowed to do that lategame, end of tech and at a high fuel price for the supposed lategame faction? Several people have been arguing that the Kv-8 is super good when comparing it to the brumar, But Jove seems to have lost that game b/c he couldn't kill any tanks after buying it ![]() I do agree though the Brumbar has some disadvantages over the Kv-8 for sure like higher tech costs, armor and HP. It can get more Kills overall over the course of most games as 1 blast still has higher 1HK potential than flames, but the Kv8 is better at wipes if you don't retreat promptly. It's really tough to make either of the units work in a game which is often decided by tank to tank combat so they do need to be quite strong, or at least an economically efficient option else they won't be used. In: COH2 Balance |
Thread: Capping on m331 Oct 2019, 19:29 PM
I remember Unlocking some commanders from leveling up but that could be wrong, it was 6 years ago ![]() If you could cap alone mabye it could be alone, new strategies ![]() In: COH2 Gameplay |
Thread: Capping on m331 Oct 2019, 19:23 PM
Yes, before WFA. That level system unlocked commanders as well, though I don't remember if you needed achievements for that +1 on capping at vet3 it would be a nice feature, It is the most expensive scout car so a little scaling would be nifty. It can still be used but eventually it gets to the point where you know its gonna be a suicide vehicle b/c what else can it do. In: COH2 Gameplay |
Thread: Dismiss button30 Oct 2019, 20:42 PM
This would be a nice QOL improvement. Balance could be impacted by any refunds for normal squads, but Having units walk off the map just like with withdraw and refit form the old mechanized company would be quite nice. Mabye with howitzers a refund like the Pak43 could be okay. In: COH2 Gameplay |
Thread: Zis Barrage30 Oct 2019, 16:26 PM
I know Artillery pieces had a bug where you could fire a shot and not go on cooldown, which is why this feature is in place on the priest at least In: COH2 Gameplay |
Thread: Ostheer T4 Hot garbage or Actually fine?29 Oct 2019, 20:55 PM
Since that time the Panther became more expensive and got the Vet2 HP at vet0 but less armor overall and the Brumbar got nerfed, so it is a bit harder to get the impact out of t4. Also the entire light vehicle rework came after that IIRC, so there is a different 1v1 meta at this time which encourages producing something quickly to counter an aaht, stuart, t70, aec ect. If you had total Lattitude you could just make All the Units come out of a "T3" building and make the upgrade to BP3 to unlock "T4 units" cost 60 manpower and 35 fuel. Both T3 and T4 timings would be the same and It would be easier to get both. The other option would be to make t3, and BP3 Cost less but add that cost back onto BP2. Again Same timings, Just easier to sidetech, but It would only be equivalent to the prior option if you make t3 cost nothing. Edit: Also For comparison 200mp and 50 fuel is what UKF pay to get Warspeed, Gammon bombs, FOW tracking AND comet unlock, so I think it's fair to say 200mp and 50 fuel is overpriced. In: COH2 Balance |
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