Today, 14:12 PMKatitof
Thread: Burnout and Dealing with RNG Frustration Today, 15:02 PM
Today, 14:12 PMKatitof
Thread: Burnout and Dealing with RNG Frustration Today, 14:07 PM
Today, 06:58 AMKatitof
Have U just suggested that infantry sections are worse than grenadiers?
Thread: No Skill AbilitiesToday, 14:03 PM
While I agree, I wouldn't delete those abilities because they are cool with great graphics, etc. Would be a shame to get rid of them.
I think increasing their price for every next time such ability is used would be a good solution. For example, You use it first time for 200 munitions, but the second time costs a player 300 muni, 3rd 400, and so on. It would make it much less spammable but still would allow for some some clever use. The player wouldn't be able to rely on them throughout the whole game but could use them once or maybe twice.
Thread: Panzer IV Command Tank Rework IdeaToday, 13:50 PM
I'd go for support abilities rather than raw power. All OP ideas are very good. I'd add simply more of them. It could earn utility through upgrades - scopes, mg gunner, arty officer - the player should choose what they want and all of them should be possible on command tank. It could also be used to lock down territories and give some buffs to all units in the locked friendly sector, alternatively it could lock territories and generate some resources.
In: COH2 Gameplay
Thread: Panzergrenadiers with shreksToday, 13:33 PM
Today, 06:21 AMMr Carmine
Everything U wrote is true and I totally agree.
The "problem" is not that great. Generally, looking at tourneys (1v1/2v2) and analyzing matches one thing can be said for certain. It is easier to play as allies than axis. The difference is nowhere near what it used to be (thanks to the balance team - great bunch of people still making sure that the game experience of many players is better than in the past).
Pzgrens with shrecks are just one tiny example of small "problems" that add up with other small "problems" creating small but significant imbalance. The key is simply that the better penetration and dmg don't offset slower reload, worse far range accuracy, more manpower that has to be invested in the squad that holds pzshreck, more mp to reinforce, and the fact that the have less hp than larger squads. One also needs to add the fact that this is the only stock squad that can wield hand held at on the ost side. Allies can equip hand held at on many other squads and don't need to sacrifice more expensive squads. If they do sacrifice them, their at performance is boosted by the relatively new "elite" bazooka performance. The idea is probably to just adjust pzrshreck performance a little bit, so that the result of a relatively big resource investment into a shrecked elite squad is more predictable/reliable. We're probably talking of small differcences. Just look into sander vs jibberjabberjobber discussion in the thread on Sander's personal balance changes.
OP is right - for an elite and glass cannon squad they seem to miss too much. I'd suggest a blend of both solutions. Make them be more accurate from the start with less damage and instead of receiving better accuracy with vet, they should deal more damage with vet instead, so that at vet 3 their damage output is similar to what it is now.
In: COH2 Gameplay
Thread: Proposed Sturmpio changes9 Jul 2020, 08:41 AM
9 Jul 2020, 08:35 AMSp33dSnake
I don't mind it.
Yes. All true.
They also need around 200mp repair/sweeper squad. Not 300mp/30reinforce power-squad or nothing.
Thread: Proposed Sturmpio changes9 Jul 2020, 08:27 AM
9 Jul 2020, 08:11 AMSerrith
I dont think the proposed changes are problematic at all.
Yep. That is pretty much a correct diagnosis. The solutions are also sensible. My worry is that if one starts toying with early game power of sturms, the consequences might be largely difficult to predict.
The idea of giving a sweeper to volks is actually quite good. They would lose one fighting model and other upgrades. Makes sense. I would even consider actually upgrading volks to some repair unit after some tech.
Still, I feel that just building an ost 5 men pio from hq after all battletrucks are set up would be an easier option. It would also not exclude all the proposed changes by Sander. They could be added anyway.
Thread: Proposed Sturmpio changes9 Jul 2020, 07:36 AM
Sturms were a controversial design from the start of the game. Too potent early and useless lategame (due to high cost). Very difficult to balance. The key problem imo: Lategame you need a unit to sit behind your lines and repair plus sweep for mines. You might also need sth cheap to sidecap (1v1 mainly). 300 manpower to do just that cripples OKW manpower economy. USF will have the same for zero cost (crews) or 200mp (echelon). Soviets will have CEs which are only 170manpower. Brits will get 5 men units for as little as 210manpower. After losing a repair/sweeping squad, repurchasing it for OKW will cost them too much. Also the bleed from reinforcing them is much higher.
Solution: I would just leave them alone. I would add a pio (ost) squad to be purchased from the HQ when all trucks are set up. It could be a five model version. I feel it would be the easiest and the least balance problematic solution (especially early game balance problems that nerfed sturms would bring about).
Thread: Sander's personal balance changes7 Jul 2020, 13:48 PM
7 Jul 2020, 13:08 PMKoRneY
For OKW as well. They would have to snare a vehicle on top of it hitting a mine. Or snare and then wait for a mine, or place two mines. I'd like that tbh, even being mostly allied player. I know how game changing it would be, though. I feel that the mine cost and the vehicle cost discrepancy is so big that those expensive tanks should not be crippled and lost due to a random mine when they are full health. Since they often need to dive, the mine damage would be enough. This would make the game more dynamic. You would have to protect your mines and follow up with a snare.
Of course, I understand that many people may be against it Let's just make it my own risky opinion
Thread: Sander's personal balance changes7 Jul 2020, 12:58 PM
7 Jul 2020, 11:49 AMthekingsown10
Nearly all changes here are good . The only one I have a major issue with is the penals getting a cost reduction . They are an elite unit that can be deployed super early game and the teller mine (it should kill light vehicles as its high risk high reward) along with wehr light vehicles being very bad in comparison to units like the t70.
+1 basically same opinions.
If regular mines were also changed to work like snares (wouldn't cripple engine of a full health medim/heavy) then the teller change would be ok imo.
But generally the proposed changes are so good imo that I'd apply them anyway.