Interesting, had no idea. I will stop wasting my time spamming stop while wiping grens, thanks!
You should keep spamming stop as you have; scatter penalties for moving are quite brutal, even for USF/OKW tanks.
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Thread: Wait cromwells 2 May 2017, 02:16 AM
You should keep spamming stop as you have; scatter penalties for moving are quite brutal, even for USF/OKW tanks. In: COH2 Balance |
Thread: Teamgame dominant meta2 May 2017, 01:59 AM
First off: can we please get some workshop 4v4 maps put in the ladder next patch? I'm practically begging here. Anyway... Could you provide me with a list of 4v4 maps you found to your liking?
We could, alternatively fix USF popcap abuse by making decrewed tanks retain their popcap. That would require us to rework a crapton of USF squad popcap values, otherwise USF late-game is toast.
What I meant by nerfing Calliope to Katyusha levels, I meant nerfing alpha strike. The current barrage pattern is 10-8. We could turn it into 6-6-6 or something like that and see how it works.
The moment 2 Fireflies join forces, it is impossible for Axis tanks to penetrate Fireflies.. unless there are heavy TDs involved, which we also nerf.
M20 would automatically become more reliable by the nerf to heavy TDs. No longer will the minelayer/scout unit of the USF be blown up just because an Elefant/JT stared at it for a second
We can't fix this; if we fix it, this might break Sherman smoke to malfunction like Cromwell smoke shell (Fixed Cromwell smoke shells now also cause Cromwells to stop moving). You can issue a movement command right after the smoke command, and the Sherman can keep moving.
With repair speed normalization it will be a while until the heavy kitties can re-enter the field. At the same time, you can start pushing the enemy off, or chase after with your flanker tanks. The job of Fireflies is to soften enemy heavies and keep them at bay. If you want to go for the kill, you need to have some flanker tanks nearby to finish the job. If you really want to snare something, build an AEC. In: COH2 Balance |
Thread: Wait cromwells 2 May 2017, 01:51 AM
We're planning to see how the new Hold Fire ability works with respect to inaccurate tanks. If you feel that a particular vehicle is too inaccurate on the move, feel free to use hold fire & stop micro. The fact that you have to micro your shots means that it will be more difficult to use Cromwell spam to its full advantage. High moving accuracy values tend to have the following effect: - Too easy to control swarms of tanks - Promote a run-and-gun attitude for already advantaged tanks (e.g., OKW Panther 0.65 moving accuracy with Combat Blitz active means you will never miss) Giving fast durable tanks high moving accuracy means that there is very little incentive to slow down, which means medium tanks will be at an even greater disadvantage chasing after the more expensive Panthers/Comets. IMO, high moving accuracy should be the benefit of USF paper tanks, and USF paper tanks only (M10, Jackson & Sherman). They are so quick that glide shots are pretty easy to land if you're microing the cromwells. I think this is good as otherwise you can just right click past enemy inf and wipe them on retreat, now there's a micro burden to do that. Does make it harder to micro other units in big battles. Note that moving accuracy modifiers have nothing to do with accuracy vs infantry; this is controlled by moving scatter modifiers. The only tanks to have ever had lower-than average scatter modifiers are USF tanks and OKW tanks. In: COH2 Balance |
Thread: Modtools: Update source-files?2 May 2017, 00:43 AM
Tools are updated! Let me know if you run into issues. |
Thread: How badly is the maxim broke? heres a little video i made 2 May 2017, 00:41 AM
1. Volks were behind Green cover (demo crater?) which dramatically reduces incoming suppression 2. You didn't use the Vet1 ability that was designed to counter just that In: COH2 Balance |
Thread: Teamgame dominant meta2 May 2017, 00:37 AM
OST Blitzkrieg won't be enough to get the tanks out of the danger-zone easily. We are scheduling to tone down OKW Blitz (which is blitzkrieg on sterroids). In: COH2 Balance |
Thread: Teamgame dominant meta1 May 2017, 22:03 PM
From my own experience with 4v4 maps, artillery pieces need to be kind-of counterable, otherwise they become unstoppable. If you increase the cost disparity between single-click wipes and artillery pieces, that might be good enough. Like, if the map is so bad that you can't reach the enemy artillery, you could try counter-playing by capturing enough territory and hoarding munitions. Requiring a team to spend 250MU to wipe a 400MP artillery piece would be what I would consider a fair trade. An alternative would be to give arty pieces a short 5-second brace, at least to prevent single-click wipes, or make offmaps a bit less accurate, so that you don't have guaranteed wipes vs artillery (frustrating RNG though). In: COH2 Balance |
Thread: Teamgame dominant meta1 May 2017, 21:49 PM
A hell of a lot of good stuff in here. Only things I'm concerned about: Feel free to recommend a fuel price for Howies/Pak43. Would 50-ish fuel be OK, or too low?
If the Croc becomes something you can remotely call a generalist, it doesn't have to be such a wiper; we can maybe cut flamer damage by half of what it currently is. The idea is that the main gun should double-time it to make up for lacklustre flamer damage. Since gun accuracy, generally, sucks while chasing, the Croc is no longer crazy good. To differentiate it from Vanilla Churchill could be given close-range penetration buffs to be a potential threat to tanks.
Any damage value that goes higher than 210 means you can now 3-shot medium tanks (including JP4). OST could use Stugs to counter FF's. OKW might be in a sticky spot. If the FF is to be specialized vs heavies, it had better be open to counterplay from mediums. In: COH2 Balance |
Thread: Teamgame dominant meta1 May 2017, 17:02 PM
As long as a particular strategy (or commander) completely trashes all late-tech options of a particular faction, this is an abusive strategy and needs to be corrected. Call-in meta does that indirectly in 1v1, as it completely prevents players from even investing resources in teching up. Call-in meta is abusive and, sooner or later, is going to be corrected. Heavy-TDs do exactly the same for USF and Soviets. OK, Soviets can build Katyshas, so they are not completely useless. USF is completely fucked, however as, by the time of heavy TDs, there's also King Tigers and Brummbars around, which also hardcounter their infantry. This forces USF players to almost always go for an artillery doctrine. This leads to stale meta. Due to the choice of late-game options for Soviets/USF, there is absolutely no amount of changes we can do to either faction to overcome this difficulty, unless we start adding bullshit.
That's why both units will be given either a cost decrease and/or some anti-infantry capabilities. Sure, if you always play Brits (because, fuck Soviets/USF) and you always go Hammer (because, fuck Anvil), then, yes. Perhaps you have the right tools to play keep-up with Super-TDs (not 100% sure after Hammer nerfs, though). So, I'm curious. When you play as Soviets or USF, and you encounter either the Elefant or the JT in 4v4, and somebody else in the team has fielded either a Brummbar or a King Tiger, how do you counter that? If your only answer is "oh, I don't have to deal with that, because I pick doctrine X", then this proves my point. If the only counter-pick to a strategy is forcing a particular commander choice, then you have a self-reinforcing dominant meta. I have nothing against you, if you are OK with using Jaeger Armor Commander, day-in, day-out. However, what's not OK is to expect it's OK to limit other people's choices when they have to face Jaeger Armor. I do not want to deviate with this topic, but the danger of the artyfest in teamgames is due to the flares, laser scan, planes, because: Infrared halftrack doesn't belong to non-doc OKW because it is so situational. A better idea would be to move it to the Overwatch commander (and merge the passive abilities), or swap it with the Goliath.
USF have pack howitzer, the M8 scott and the Major for that role. USF late-game is its own can of worms, and needs to be fixed in relation to 1v1. Nerfing Elefant/JT means that the only non-doc scout unit of USF (M20) will no longer get oneshot. This already means that there's something that can provide vision for the delicate Jacksons. Even though that won't solve all problems, that could be a start. In: COH2 Balance |
Thread: Teamgame dominant meta1 May 2017, 15:43 PM
Is there, by any means, any chance to switch the brit Mortar Pit with a mobile mortar? My own personal taste would be remove emplacements altogether and rework them into trenches, etc. However the following buzzwords are too sexy, and it would be -really- difficult to convince the powers that be to do that kind of rework: - Asymmetric balance - Non-linear tecnhing Good stuff, I agree with everything. And if you maybe change the howitzers so that they can't be destroyed by a single ability would be great, they should survive with a slither of health so they can be repaired and recrewed. Buffing base arty is our original plan, due to asymmetric balance. From my scratchpad:
Delayed fuse shells were actually our first idea for USF mortar Vet1. The reason we didn't proceed with that was because we found them out to be OP as fuck. In: COH2 Balance |