Maybe try the Jibber version of this idea where the speed debuff is only triggered when someone shoots at the sniper/sniper enters combat?
I like it.
Thread: [Winter Balance Update] General Discussion3 Dec 2020, 17:28 PM
I like it. In: COH2 Balance |
Thread: [Winter Balance Update] General Discussion3 Dec 2020, 13:36 PM
I would undo the sniper change and go with the option of giving snipers 0.75x their current speed while walking around and 1x their current retreat speed while retreating. That way unsupported snipers can be countered by running after them. That's too extreme of a nerf. This basically removes all their offensive potential. Would 100% render snipers nonviable. Snipers need to somehow be punished me for getting under fire but without crippling them too much or having them die quicker. Edit: sorry for double post In: COH2 Balance |
Thread: [Winter Balance Update] General Discussion3 Dec 2020, 13:33 PM
Valid points. I sympathize with your view and it's definitely not incorrect. Comes down to opinion on how snipers are supposed to function. But think about it this way. Should a sniper be stopped by an MG? Because that is pretty much what would happen. I just think in competitive 1v1 being able to snipe an MG frontally is too much of an essential function to just remove it. In: COH2 Balance |
Thread: [Winter Balance Update] General Discussion3 Dec 2020, 12:43 PM
In actual gameplay mortar doesn't have this direct impact most of the time tho. Mg will just reposition slightly. And btw mortar doesn't self spot either so it requires you to run into the mg too unless you guess correctly. Sniper can actually push it. In: COH2 Balance |
Thread: [Winter Balance Update] General Discussion3 Dec 2020, 12:29 PM
Problems with the Sniper change: Makes sniping MGs frontally impossible especially considering their new formation. This means you always have to run into the MG with infantry first. This won't be a viable option on high level because your infantry can't protect the sniper if it's pinned. In: COH2 Balance |
Thread: [Winter Balance Update] USF Feedback3 Dec 2020, 11:45 AM
a) m3 and m20 can't be compared due to performance and different usages. M20 is closer to a light tank in terms of function than to the m3, wc51 or bren. Also cons don't automatically get at nades once m3 is teched so the comparison doesn't really work in the first place. Pls trust me on this one, I've used that unit a shitton. It also shouldn't die if you use it well. Random dane cast of me using M20 in an older patch: https://www.youtube.com/watch?v=j_RIcJecZ5I Also watch ML1 Tiramisu vs Quiritz G1 on Mill Road for Ostheer vs US matchup in current patch. b) arrival of lights do not end early game, arrival of light tanks does By early game I mean the infantry+ultra light phase. Question of semantics. well, you've answered yourself here, if your light is outright destroyed or constantly zoned out, its value diminishes greatly, so it needs to pay for itself within the short window between its arrival and its hardcounter arrival, just bacause M20 or Kubel survived 20 minutes doesn't mean they actually achieved anything in last 15. You're mixing up Ultra Lights (Kübel, Bren, WC51) with Lights. The "being constantly zoned" out thing you mentioned is exactly what I was talking about. The AEC got absolutely slaughtered in the patch because people considered its timing unfair relative to 222. This is because people want to use the 222 vs brits exactly like they do vs USF and Soviets, meaning as a unit that immediately dominates the field for a certain time window. Obviously that's not doable vs the old AEC timing but rightfully so because Brits lack snares on their mainline and rely on the bren carrier (which requires protection vs 222) vs sniper starts. The same problem exists to a lesser degree in the context of M20 vs 222. If you upgrade your LT bazooka straight away and keep it close to the M20 the 222 will be kept busy chasing away but not killing the M20 and you transition comfortably into Stuart. Now add snares to that to limit the 222s ability to threaten the M20 even more and Wehrmacht ends up in a very awkward spot vs 2 light vehicles. 2 Light vehicles if played well are very underrated. 1 Pak is potentially not enough to deal with them, 2 Paks is too big of a manpower investment. d) in a perfect world, all lights are useful to some degree at all stages of the game, if only to provide sight and some support ability, in practice they are way too fragile to do anything outside of their initial shock value time window, because if it can't handle dual ATG alpha strike, its not going to provide you any value in mid to late game This perfect world exists already for the most part. And once again youre mixing up ultra lights with lights. First of all about ultra lights: Kübel is a super useful maphack. WC51 can use mark target, artillery and can be used as a cheese bazooka/satchel bus. You're right about the Bren. (although it does haved incredible early-early mid value so the drop off is sort of justified) M3 is just shit in general but theoretically it can be used as a capping unit. The M20 is on a completely different level in terms of usefulness late game. It's extremely mobile and doesn't take small arms damage so you can use it to harrass the sides. (see my replay) It has 60 sight which is extremely valuable. It has some AA. (I've been told 2 M20 outperform the AAHT in terms of anti air) Last but not least it is a mobile teller placement machine. Just the threat of M20 mines forces your opponent to always sweep. It also shouldn't die to double pak because 60 sight, speed and smoke. In: COH2 Balance |
Thread: [Winter Balance Update] USF Feedback3 Dec 2020, 09:49 AM
I don't understand the M20 timing buff for the following reasons: A. Having snares on all rifles after teching is a massive buff for the M20 already. B. Shortens an already short early game phase. C. Most people are stuck in this weird mindset that LVs HAVE to function as a shock unit. This becomes particularly apparent in the 222 vs AEC and M20 vs 222 matchups. In both those cases the superior unit arrives around the same time, however this doesn't mean the weaker unit isn't viable anymore. You just have to protect it with snares or AT. In the Live version this is done by the LT bazooka which needs to be equipped immediately with the M20. In the patch you have snares on all your rifles in addition to this. D. The M20 provides massive utility (Sight, Mines, AA, Smoke, Harrasment) even in the later stages of the game. It doesn't have to be a pure shock unit. In: COH2 Balance |
Thread: [Winter Balance Update] OKW Feedback2 Dec 2020, 22:11 PM
on the Schreck thing, it helps protect, but also you lose a lot of ai from the squad and lose an upgrade for ai power. ai power and upragades that you really need as okw. okw will still be dominated early by ukf and usf and maybe fight a balanced battle with soviets. That lack of AI is more than compensated by the Flak Halftrack itself. There's no unit in the game that wins you infantry engagements quicker. In: COH2 Balance |
Thread: Infantry, mortars and MGs: relationship and scaling. 2 Dec 2020, 19:22 PM
20 MP cost reduction for mortars seems good. Most of the vet changes seem fairly minor? RA for a mortar won't really do much except maybey allow for slightly more offensive plays. I actually don't think there's a big problem with combined arms. MGs are built the vast majority of the time. Even mortars see frequent use in automatch. I'm not sure what to think about the yellow cover change. There should be other priorities imo. And keep in mind that MGs already got buffed this patch. (Formation, Reload and sniper sight reduction) In: COH2 Balance |
Thread: [Winter Balance Update] SOV Feedback2 Dec 2020, 19:15 PM
I don't like that the M3 has its eHP reduced against small arms fire. Remember that the M3 carries a squad most of the time which significantly increases the potential punishment for hitting a mine. Plus it requires a tech commitment and costs fuel itself. It's just too big of a commitment to die to one mine. In: COH2 Balance |
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