The simplest nerfs possible to the maxim are:
- Reinforcement cost for crew
- Reducing its suppression by a bit when fighting vs yellow cover units
- Reduce its suppression by a lot, when the Maxim is suppressed
None of the nerfs will have any benefit vs OKW though.
The primary reason Maxim is so frustrating is the complete lack of offensive tools for OKW needed to counter it. Leigs are good for 2v2+ AFK spamming, and Stuka is too expensive/unreliable to counter it. OST should have no isse burrying maxim spam by going mortar spam.
Basically, I would just consider replacing vet3 stun nades with vet0 smoke grenades for Sturmpioneers. However, that needs testing.
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You have a great idea that improves the QoL aspects of the game? Please, drop your idea here:
https://www.coh2.org/topic/57860/some-qol-suggestions
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Post History of Mr.Smith
Thread: Is it possible to fix maxim spam before GCS?15 Mar 2017, 23:29 PM
In: COH2 Balance |
Thread: SBP release date?15 Mar 2017, 14:33 PM
Correct me if I'm wrong, but... Kindly refrain from spreading misinformation on things you have absolutely no knowledge about. If you are unsure about the information you are posting, you should preamble things with "In my opinion, I think that...". That way, you don't give people the wrong impression that you have reliable sources about what you are talking about. Relic is actually directly applying the files of the WBP to the game, and we're in the process of testing the beta build of the game. Once beta-testing is complete, the patch will be released. Since the internal thing that Relic uses to apply changes to the game differs somewhat from the attribute editor, all changes need to be thoroughly double-checked. Moreover, due to a combination of Relic not working on weekends and the terrible track record of Steam at delivering updates reliably, the WBP will have to be released at some point early during the week. That way, if we get Stuart bug v2.0, we will be able to respond to it and fix it. The community has to choose between one of the following: - Getting the WBP now (with potential untested game-breaking bugs) - Letting us do our job testing the patch, and then, release it when it's ready In: COH2 Gameplay |
Thread: Non Call-In Churchill: Most underused Brit tank14 Mar 2017, 13:02 PM
This modification shouldn't affect veterancy-feed it does to the enemy. However, it will increase the rate of received healing of the Churchill by 2x. If for some reason sappers & heavy sappers were to lose their repair speed capacity, that would be something to consider. In: COH2 Balance |
Thread: Instant garrisoning/ungarrisoning NEEDS to go.13 Mar 2017, 15:00 PM
Are you also going to fix building entry ghostwiring ? In order to "fix" something, we need to know what the intended behaviour should look like, and we need to have a way to describe this. I don't think I know of any way to describe what you ask that doesn't inhibit intended building behaviour. In: COH2 Gameplay |
Thread: Non Call-In Churchill: Most underused Brit tank13 Mar 2017, 14:24 PM
Actually, with respect to the smoke projector, an alternative idea to change it into an actual infantry support ability: - Retain speed penalties - Churchill now spews yellow cover smoke instead - Units in the smoke get a reduction of incoming suppression by 80% (to match green cover). However, to go for this idea, Tommies would probably have to reworked away from their current max-range terminator state. That way, Churchill smoke no longer benefits tanks. Churchill smoke will no longer benefit Churchill itself, either. Churchill smoke now benefits infantry (that can now fire from it). Currently the best way to use the Churchill is drive it in reverse and pop smoke at the first sign of a pak-wall. In: COH2 Balance |
Thread: Commando With Bren LMG Problem13 Mar 2017, 13:06 PM
It's already fixed in WBP. In: COH2 Bugs |
Thread: Instant garrisoning/ungarrisoning NEEDS to go.13 Mar 2017, 13:04 PM
Actually, that's an excellent middle-ground solution. My prime beef with garrisons doesn't have to do with nades/etc. It has to do with the fact that you can abuse garrisons, ESL-style, and hop your squad in-out. You have sturmpioneers creeping up on you from a single-window angle? Just hop in and out with your Tommies. Your Tommies can fire their single shot gun, hop out to reload, and hop back in. In between, Sturmpioneers have minimal to 0 opportunity to employ their DPS. This will make loading-unloading comparable to transport vehicles. You simply can't abuse this load-unload cheese on transports, even if the vehicle is bulletproof. That delay is the reason for this. In: COH2 Gameplay |
Thread: Non Call-In Churchill: Most underused Brit tank13 Mar 2017, 11:27 AM
There's no way additional non-bug-related changes can be piggybacked on top of WBP. Especially ones that are out of scope. Arguably, the reason why nobody goes for Churchills is because: - Ostheer T3 is the way to go - Comet is insanely OP and seal-clubs Ostheer T3 - 18-popcap Churchill get denied by 8-popcap Stugs With respect to WBP, Churchills will benefit from the following bugfixes: - Grenade ability (their main weapon, arguably) will launch reliably, 100% of the time - Changes to AoE suppression means that you can actually use smoke projector to cover an infantry advance IMO, there are two types of changes Churchills could be prone to receive. The first type of changes are subtle retouching kind of modifications that change little by themselves, but could, potentially form a useful aggregate when you combine them all together: - Popcap from 18 to 16 - Smoke projector no longer bestows a speed penalty - Smoke projector smoke also provides yellow cover to temper incoming suppression for models going stray - Vet1 side-hatch guns no longer suffer from movement penalties (because they can't point forward) If we wanted to go a bit further, I would change the penetration values of the Churchill: - Increase hug-range penetration from 130 to 180. Penetration should remain identical for ranges 15+ (the Churchill is almost as slow as the KT, which means all the affected tanks will have more than enough opportunity to keep their distance) This would ensure that a Churchill cannot be perpetually ignored. You should keep away from the Churchill, which would mean you could use a Churchill as a real meatshield that blocks enemy tanks. In: COH2 Balance |
Thread: Instant garrisoning/ungarrisoning NEEDS to go.12 Mar 2017, 20:38 PM
If we want to get rid of insta-ungarrison-dancing, we need to also get rid of abilities that instawipe garrisoned squads, otherwise nobody will ever use garrisons again. I understand that garrison-dominance play is at its peak right now, and many people want to see it go. However, there should be a middle between garrisons remaining somewhat important (but not dominating) and garrisons turning into never-use deathtraps. Feel free to round up all offending units and abilities that instawipe garrisons. Here's a list idea: - Stukas (offmap/on-map) - Most vehicle flamers - Bundle/gammon bombs vs garrisoned infantry - Grenade damage vs wooden buildings (insta-collapse) In: COH2 Gameplay |
Thread: Ostheer infantry scaling8 Mar 2017, 14:14 PM
The formula for XP awarded only takes Vet0 performance into account. For each vet level, the entity awards 20% more XP, regardless of how well the entity scales. Vet0 Grenadiers are no laughing matter vs Vet0 infantry. This is also another reason why Ostruppen are such a superior defensive infantry, when they only award like 32XP per model dropped. Post WBP, the only units that will escape that formula (i.e., will award 25% more XP than what their reinforcement cost implies) will be: - Tommies - PGrens - Obers - Sturmpioneers Ideally entity models should award XP proportionally to how well they vet. 70XP for a vet0 Tommy model is more than fair, considering their Vet0 performance. 120XP for a Vet3 Tommy is pushing it. In: COH2 Balance |
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