Thin people underestimate mass PTRS vs Vehicles. The weapons always hit have deflection and cause criticals.
I'll put on some weight and try T1 again.
Thread: [Winter Balance Update] SOV Feedback30 Nov 2020, 15:57 PM
Thin people underestimate mass PTRS vs Vehicles. The weapons always hit have deflection and cause criticals. I'll put on some weight and try T1 again. In: COH2 Balance |
Thread: [Winter Balance Update] UKF Feedback30 Nov 2020, 09:37 AM
Its vet 2 got fixed, which will now propoerly apply +33% damage. See the bugfixes. In: COH2 Balance |
Thread: [Winter Balance Update] General Discussion29 Nov 2020, 03:56 AM
I think it could be very much worth testing in one of the iterations, but the recharge increase with potential further adjustments is the preferred route for now. In: COH2 Balance |
Thread: [Winter Balance Update] OST Feedback28 Nov 2020, 22:14 PM
Early game: Mortar, Sniper, Panzergrenadiers, FHT, 222. Lategame: All the AI tanks, but especially the Brummbar. New vet 1 on Panzerwerfer will also help.
The bunker would be a temporary measure to delay and distract. Trading a 45 muni satchel for a 50mp bunker isn't too bad a deal if it means you can bleed him heavily on the approach, but ideally he can't close in because you have an MG42 covering it. He'd have to get a proper counter like an AT gun or light vehicle and find an opportunity to kill it. It would take some time, but players would find a use for it. Right now bunkers are useless except for covering VPs in the lategame when both armies are popcapped. In: COH2 Balance |
Thread: [Winter Balance Update] OST Feedback28 Nov 2020, 21:52 PM
LMG Grens suck at attacking entrenched positions where they'Il walk into mines and sandbags, but the faction has plenty of tools to deal with it. So all I can think of for Grens is rewarding them for having taken up a good defensive position and helping them fend off assaults. Sandbags are out of question, but there are other ways to do it: - Making the Ostheer bunker 50mp and moving 100mp to the upgrades. Grenadiers now have the option for a more fragile trench they have to pay for, but it can't be stolen. - Giving their Kar98k's better accuracy against suppressed squads, from 50% to 75%, to promote combined arms play with the MG42 further. They're Elchino's ideas, which I really like. In: COH2 Balance |
Thread: [Winter Balance Update] OST Feedback28 Nov 2020, 20:53 PM
Meta units will be adjusted if necessary, but how would you buff LMG Grens: early / mid / late game? raw firepower / bleed / durability / scalability / utility? The G43 upgrade won't be touched for now. In: COH2 Balance |
Thread: [Winter Balance Update] SOV Feedback28 Nov 2020, 18:21 PM
That's the idea, but now you only have to avoid the vetted T34(s) to prevent it. More doable than avoiding 3+ T34's at once. ![]() In: COH2 Balance |
Thread: [Winter Balance Update] SOV Feedback28 Nov 2020, 14:09 PM
Maybe not free, but cheaper, so from 80/10 to 40/10. It's a good ability considering the vet 2 throw speed and the low 20 munition cost. If it was free as part of tech, it should be 30 munitions. In: COH2 Balance |
Thread: [Winter Balance Update] SOV Feedback28 Nov 2020, 13:47 PM
Thank you for your thoughts, please do the same for the other factions! ![]() I have the same ideas about Soviets as you, mainly the AT options of Soviet T1 (an alternative to the M-42), their very manpower intensive teching and the lack of scaling on the SU-76 and Penals. The T-70 should remain the centerpiece of Soviet build orders, but toning it down gives the opportunity to address some of these things. What do you think of Soviet lategame, is it fine or is it too strong? If it's the latter, what would you change about it?
Do provide the replay(s) as well if you don't mind sharing them. We want to keep Osttruppen builds viable, keeping it situationally strong like Assault Grenadiers, so any further nerfs shouldn't hit too hard. How would you go about further delaying their timing? There have been different ideas floating around, so tell me which one of them you like best, if any:
It still stuns. It will also still damage the engine if it penetrates, it's just the rare heavy engine damage (think recrewing an abandoned tank) and immobilize crits that got removed. The reason for moving it to vet 1 is because ram becomes very hard to avoid for the opponent once there are multiple T34s on the field, especially if the opponent has a heavy tank. Right now, Soviet lategame with AT offmaps often revolves around just pumping out as many T34s as possible and waiting for the first mistake from the opponent to delete his tank, there's not much counterplay involved. At vet 1, the combo will still be as potent, but the opponent will have an easier time playing around it. Another route would be to make ram have less impact but also have less drawbacks, so ram + offmap won't necessarily mean a dead tank for both sides. Ram would slow down the enemy tank's speed and acceleration (like ret mine) and do some damage, while it would overheat the T34's engine (like on failed ram) and disable its gun temporarily (8~ seconds). No stuns, damaged engines or immobilizations anymore. In: COH2 Balance |
Thread: [Winter Balance Update] USF Feedback28 Nov 2020, 10:15 AM
Regarding the Scott, if the problem is autofire sniping units from behind AT Gun walls, then why don't you just reduce the range of it? You could even let it have a fairly average rate of fire but 40 range. It'd be effective at direct-fire without being a passive unreachable manpower bleeder. That's literally what has been done. In: COH2 Balance |
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