UKF
Command vehicle UI indicates that it will suffer a speed penalty when it does not.
FOP tank about traps and does not mention the upgrade to FRP
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Post History of Vipper
Thread: Commander Revamp Patch - Bug List8 Sep 2018, 13:32 PM
In: Lobby |
Thread: Feedback for Commander Revamppatch8 Sep 2018, 12:36 PM
Allot of unit are being changed and introduced with revamp but it seem that only their primary stat are being touched. It is my opinion that all stats of the units should be looked at. For instance Dozer, assault engineers, Sexton... are all getting major buffs yet their XP values are not being increased (or their prices, Dozer available at the cost of Sherman+70mu...). The cavalry riflemen come with a rather long reinforcement time (it is my opinion that reinforcement and build time should be standardized across squad types even if it being done gradually). CP for abilities need to be checked. Vet abilities (and bonuses) like the one KV-8/stug-E has can be replaced, for instance the damage reduction is very powerful and could be move to vet 1 active ability (or passive), or stug get another ability like direct fire mode. Vet bonuses for these unit like mobility for KV-8 and Armor for stug-E should replaced (in the case of the Stug-E instead of buffing HP/target size that could replace the armor bonus). Generally the changes should focus in than just DPS. In: Lobby |
Thread: Ambulance lockdown ability? 8 Sep 2018, 08:39 AM
Attack Ground uses the default weapon that is also used for Auto-Attack. As a general rule of thumb, abilities mostly use different weapons with their own stats. I stand corrected, but it does seems sometime that certain weapons scatter less when they attack ground. In: COH2 Balance |
Thread: Feedback for Commander Revamppatch8 Sep 2018, 07:21 AM
That would only lead in having to nerf the faction and further increase the gap from "op commanders" wit the rest of them. One has to decide how powerful commanders need to be for each faction and bring as many as he can at that level. In: Lobby |
Thread: Feedback for Commander Revamppatch8 Sep 2018, 07:17 AM
Can someone just post me the details for the WC51 mark target? Can't seem to find the entire info on it. How much bonus damage does it do? Cost? (Hopefully) doesn't callin a plane like the soviet one? Mark Target Deploys a recon plane while the target vehicle received 25% reduced armour and is 25% easier to hit. This ability is on a global cooldown In: Lobby |
Thread: Feedback for Commander Revamppatch7 Sep 2018, 19:17 PM
True bur now take for example Tiger/g43/stuka loiter, Elephant/stuka bombing, Puma/Command PzIV and so on... The problem is usually found in Soviet/Ostheer commanders, EFA commanders have mostly unique abilities that are more balanced. The abilities available to a commander should be of about the power in total value. In: Lobby |
Thread: Feedback for Commander Revamppatch7 Sep 2018, 18:08 PM
That is one of problems with the current attempt to revamp commander as decided by Relic. There are commander that combine some of the best abilities so it very difficult for other commander to catch up. Instead of trying to make the revamped commander as good as the meta commanders and end up creating OP abilities as "sell" point one should: 1) determine a power level of the commanders of each faction 2) first nerf commanders that are above that level by removing op combination of abilities 3) bring the rest of the commander gradually at the same level In other words nerfing the meta commanders make allot more commander viable and brings up underlying balance issues than revamping 2 of them at time. In: Lobby |
Thread: Feedback for Commander Revamppatch7 Sep 2018, 15:03 PM
Again from design point of view. BRITISH ARTILLERY A commander that focuses on the use of artillery the commander should designed to be able to counter enemy artillery while providing artillery of its own. With current patch the sheer volume that the commander can deploy with concentration barrage/pyrotechnics, Sexton with the very low cool down, victor barrage and Perimeter overwatch is simply overwhelming. The commander should be focus in more options than sheer volume of arty. 3CP Early Warning Ability is good and fits the commander 4CP Concentration Barrage Ability is too strong combined with more powerful Sexton, with no veterancy victor while it competes with less munition cost pyrotechnics. Suggestions: Replace ability, there are many options: New munition for pyrotechnics barrages like smoke, incendiary, WP, flares, Aibust. A new ability that allow an upgrade to mortars pits increasing range The ability to all infantry to call in "victor barrages" (no range limit) from on map mortar pits. 6CP Observation Detachment "Valentine" The unit seem not to have specified role since it not a good candidate for a reckon vehicle and it is weak for medium tank. The thing that is good is roaming the battlefield with its very high speed (crushing infantry?) and calling victor barrage allowing the Sexton to fire continuously. In reality the vehicle was actually more of infantry support tank and less of cruiser and was slow. There is little reason for the vehicle to be so fast in game. Suggestions: Rename the ability "Valentine" keep the unit as call in but also allow it as build-able at lower price. Remove victor barrage and observation mode and balance the unit as light medium tank with slow speed. Add the upgrade "observation detachment" that is limited to 1 and gives penalties to vehicles DPS. The upgrade gives the unit an aura that buff near by Sexton increasing the synergy with them (maybe allow them to use airbust shells). Vet 1 ability is modeled after soviet "trucking" with larger radar radius. 9CP Artillery Support Group Modeling Sexton after Priest does not really work since different faction have different designs. UKF is defending oriented faction and giving them a powerful arty will allow them play defensibly while inflicting allot of damage to the opponent. One has also to take into account that Sexton fire an extra shell, is cheaper (lower XP value?) has more powerful vet 2 bonus has access to "victor barrage". Suggestions: Tone down the buffs to the Sexton and increase utility with more munition types like incendiary, smoke, WP airbust offering small barrages (3 shells?) with lower cooldown. Alternatively Redesign the unit to be more like Scott offering indirect fire support instead of barrages or even having to use KV-2 siege mode. 10CP Perimeter Overwatch The ability comes to late, is over priced. Suggestions: Replace with counter fire ability available to advance emplacement commander. It fits the commander better thematically and the ability should not be allow in the advance emplacement commander in the first place. In: Lobby |
Thread: Feedback for Commander Revamppatch7 Sep 2018, 11:15 AM
From a design point of view: Imo the focus should be to better design the commander themselves and not trying to balance the faction. The aim should be to create viable commander that offer alternatives but not commander that OP to compete with the meta commander that OP themselves and they should be actually redesign to have less a power combination of abilities. The changes should also follow the there theme of the commander. When making the changes one could also see them as interim step requiring changes to other commander also. For instance: interdiction "casualties intonation" make perfect sense for a unit like storm-troopers who actually where military intelligence even if it present to "light infantry training" where it does not belong. It can be removed from there in the next patch if it an issue with scope. USF. Armour company. The theme of the commander implies heavy use of armor and an attempt should made to be followed. Assault Engineers: The idea of turning this unit into a "elite fighting" unit does not go along with "Armor" theme of commander. In addition the presence of "elite" infantry before minute 1 reduces from the tactical aspect of the game, since allot depends of the performance of that unit in the first engagements. Finally 5 men squad being able to equip both flamers and assault rifles have already been proven problematic and should be avoided. Suggestions: Reduce cost/move to CP1 make the unit more about utility than raw firepower. Allow flamer for 4 men squad or 2 Thompson+1 entity locked behind officer. Elite Vehicle Crews: The Thompson change although an improvement it only leads to cheesy tactics especially in combination with M10 allowing to drive on atgs and disembark. Suggestions: Either scrap the ability or make it about veterancy as the name implies and that would also open the way for the reintroduction of "troop training". Player could pay manpower and fuel making his vehicle more expensive while getting more out of the veterancy of his vehicle. For instance the can either be able to reach vet 4 or they could gain a small stat buff (10%) to the normal vet bonuses. M10 Tank Destroyer: Actually this unit does not fit the commander and other armor like the 78mm Sherman, easy8 or Persing seem allot more suitable. In addition the unit should not be competing with M36. Suggestions: Make the unit a call-in at an increased price but make it also build-able via major at the current price (this change should probably apply to other unit to increase usability across mode and economy inflation). Move unit to mechanized. Sherman 105mm Dozer: Modeling the unit after the brumbar is a mistake imo. The unit is available with no tech or with a cheap upgrade of 80 mu making far more cost efficient. Faction are completely differently designed and Brumbar is there to compensate for the weaker Ostheer infantry. Suggestions: One could redesign the unit as: Infantry support tank similar to Churchill with emphasis on durability and not firepower Assault gun proving indirect fire support either similar to KV-2 or to priest with sort range small number of shells (3?) and low cool-down. or one could remove the unit from the commander. 240mm Artillery: Although the changes are good for the design of the ability (the now make Gustav look even worse) heavy artillery does not fight the commander so much thematically and lighter version of artillery maybe should be available. Suggestions: Replace the ability with a "105mm barrage" modeled after ostheer "Light Artillery Barrage". That would increase the synergy with armor since one could use the ability earlier during armor rushes without risking destroying his own armor. The ability could be moved to another commander. MECHANIZED COMPANY The theme of commander implies a heavy use of lighter vehicles and imo the commander should be focused in use of such vehicles. WC-51: (in game description does not mention the m21) The unit's mark target and barrage abilities seem debutante since "refit and refuel" allow the unit to removed in later stages of the game. Suggestions: Replace assault engineers as crew to m3 with a normal crew, they overlap with cavalry riflemen and the m3 is way to cheap. Remove med-kits from m3 as unnecessary and exploitable. Refit and refuel: The ability suits the commander allot but it is confusing to use since the player does not know what it get back for removing a unit from the map. In addition it is open to exploits. Suggestions: Move the ability to the vehicles themselves and redesign the ability so that it allows light vehicles to be swamped with one other light vehicles for the cost difference (+ a taxation?) and maybe some XP. This will greatly improve the use versatility of the commander. For instance if one can replace WC-51 with an m20 one could go captain and still have access to the unit or if one builds an m20 and he can replace it with a greyhound once can go Lt and still have access to pseudo light tank. Swaps could either be specif or pop up could be available (allowing more options). Cavalry Riflemen: Although a infantry call-in seem a bit off for mechanized commander that already has more access to unit that any other commander it could still become viable with some changes. Unit is way to strong for "mechanized commander" while it offers to mcuh AI and AT being able to equip a bazooka or a bar. Suggestions: Reduce CP 1, USF elite infantry suffer from the fact that a) come too late when player have already produced enough riflemen (and in addition officers will come) b) B are to expensive (and thus strong) in order to compete with the already strong riflemen. Imo lowering their CP to 1 and reducing the cost/strength to riflemen will make easier to built while the can become more attractive by increasing their scaling and utility. Reduce cost to 280 have start with 5 grease guns and have the Thompson as an upgrade taking up all slot (locked behind 1 officer). Lock satchel (and smoke?) behind grenades remove engine damage from satchel (maybe tone down damage abit) or replace with stun/daze. Allow access to paratroopers bazooka. Vet 1 ability "light vehicle training" a passive or active aura providing a small buff to light vehicles like +5 sight -1 target size. Combined Arms The ability is nice but seems a bit expensive. Suggestions: Reduce cost to 70 and tone down affects. Reserve armor The ability is problematic with the current implementation. Thematically superior armor does not fit a mechanized commander. Access to 2 more doctrinal units while the commander already has access to 4 doctrinal unit bring the total to 6 is excessive. Dozer available for 80 munition is too cheap. 76mm Sherman vet bonuses are to high especially combined radio net. Suggestions: Replace with M10 as call-in/build-able unit. 76mm Sherman performance price and vet bonuses should not be connected with Soviet version of the unit. The faction and tech cost are different and the unit should be balanced separately. In addition one has to take into account that USF Sherman is already superior since it has radio net, smoke and disembark. Unit could also be changed to a clone of the normal Sherman with access to AP rounds to differentiate the 2 units. In: Lobby |
Thread: Feedback for Commander Revamppatch6 Sep 2018, 18:10 PM
So in you opinion what does it need to be a proper AT gun and how much should it cost? In: Lobby |
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