Hmmm, I had hoped the IS capping nerf might alleviate the UKF vs OKW matchup from being so....well frankly a meme unless you outskill your opponent on the order of 1k rank places. Or Hamburg/ultra urban maps. Still sounds like it'll be a pretty lousy matchup, esp if they go a triple IS BO and muscle their way through your forces.
ISG coming online earlier in theory should help but that's an experimental build atm.
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Thread: mainline infantry8 Dec 2020, 16:05 PM
In: Lobby |
Thread: Penals, the Elephant in the room8 Dec 2020, 14:57 PM
Give release COH2 Penals with flamer and 6 G43 like Rifles. You can't powercreep if you "nerf" them back to what they originally were. One of the many reasons I quit 1v1 back in the day. Flamer Penals. In: Lobby |
Thread: [Winter Balance Update] OKW Feedback8 Dec 2020, 14:29 PM
In: COH2 Balance |
Thread: [Winter Balance Update] OKW Feedback8 Dec 2020, 02:21 AM
Ah okay, thanks for explaining. I always thought that +7 when stationary bit in the veterancy guide looked odd for years, it was nice while it worked I suppose but can't really complain if it was removed due to being a bug. +16 is very nice as is.
An interesting change though OKW without volks StG44 will be rather rare I predict (due to being overpowered quite easily without them and thus heavily favour BGruup openers), unless they seek to bypass with the MP40s(?) Or some kind of Falls/Ober heavy build . This change might shift ppl even further away from Mech as a viable tech. Does Mech HQ gets the Infantry Weapon Upgrades upgrade by default?
Oh I meant that the BGruppe being cheaper and now put down earlier would make the first deployed HQ truck earlier now? Thus fausts would be available on volks earlier as a result unless I missed something? Is this intentional? I agree with the rest, clown car situation was already significantly improved from the earlier v1 changes. In: COH2 Balance |
Thread: [Winter Balance Update] OKW Feedback8 Dec 2020, 01:19 AM
Ah well, Command Panther will have to stick with 0.035 far accuracy though I suppose the Coordinated fire and 50 sight range was prob behind that decision. "Fixed an issue where the OKW Panzer IV would get additional sight bonuses at veterancy 5" Out of curiosity, what did this bug do exactly? The "+7 additional sight range when stationary after 5 seconds delay" was not meant to be there or was it getting even extra sight range on top of it?} Battle Group Upgrade: 100manpower and 20 fuel: unlocks 251 Flak Half-track, the UhU Searchlight Half-Track, Infantry Weapon Upgrades, and ability to reinforce: 15 second research time Wait, is this locking StG44s, MP40s and SP upgrades (including sweeper package) out until bought? Ober LMGs? Fg42s? Experimental change comments I'll leave to the actual testers but earlier fausts will definitely help vs the clown car situation. The rest seem very reasonable changes, going in the right direction. Smoke ISG change was something I didn't know was needed but helps with countering MGs from its prior of long setup times. In: COH2 Balance |
Thread: [Winter Balance Update] USF Feedback8 Dec 2020, 01:17 AM
USF pop exploit fix is pure genius. WC51 change should put an end to overuse of this doc. I salute you balance team o7 In: COH2 Balance |
Thread: [Winter Balance Update] General Discussion6 Dec 2020, 21:34 PM
Just would like to say that the WC51 range nerf is greatly deserved. On the other hand, I swear I'm getting worse as a player when I (ab)use that thing. In: COH2 Balance |
Thread: [Winter Balance Update] General Discussion4 Dec 2020, 20:59 PM
I generally try to avoid using Panthers outside of urban maps because my opponents cover their flanks with mines and AT weapons, so flanking isn't an option unless you are suiciding their arty. And as we both know, frontal engagements with TDs are a bad outcome. More reliable options such as the JP4 cannot be outranged by nondoc TDs and scale better overall. Okay tell me how you can flank a TD group on Redball in the left or right area, covering the centre as well with AT guns and mines(with all the hedges destroyed of course)? Or Road to Arnhem where the distance between base and frontline is relatively short and mines easily shut down the far side approaches? How do you flank on Lienne Forest when they camp the town and mid? Go try your luck through the forest openings and hope they don't have it mined off and the constant stream of units don't notice you? Remember, one mine is all it takes to stop your 185 FU Panther flank and they'll be merciless in destroying the crippled thing. One mine. Key words: Critical Mass. An Allied team that has allowed you to spam 185 FU tanks has virtually lost the match already. Where's the pressure? The early fuel denial? Their early tank power via meds? Are they allowing the Axis team to have KTs/super heavy TDs? Might as well surrender if they have the fuel for this Panther blob o'doom. Hell I might as well get 6 Panthers if they're giving away all that time and resources. Of course then there's 'General Allies' which is perfect for your flanking scenario and drowns the Axis players in FU, but I'm surprised most 3v3+ Allied players haven't vetoed that place yet. Note: At no point do I say the TD vs Panther matchup is a bad one overall. It works well enough, though I do agree that the vet II pen increase was too much for TDs in general. In: COH2 Balance |
Thread: [Winter Balance Update] General Discussion4 Dec 2020, 20:17 PM
Okay, I must have confused it with an old thread where someone lobbied hard to get the Heavy Crush removed and thought that got through. My bad. Doesn't change the validity of my points earlier, the stats I checked off serealia today. GL using Panthers on most 3v3/4v4 maps that aren't heavy urban unless you like feeding TDs vet. In: COH2 Balance |
Thread: [Winter Balance Update] General Discussion4 Dec 2020, 18:51 PM
I thought it lost the heavy crush years ago? Ie: rolling over hedges? Can crush infantry still but that's not saying much. In: COH2 Balance |
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