Before this thread is derailed I have to point that:
SU-85 are not meant to counter Elefant. It is the other way around.
It is like asking expecting to counter Obers with conscripts.
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Thread: T-34 Ram8 Jul 2020, 08:50 AM
In: COH2 Balance |
Thread: T-34 Ram8 Jul 2020, 08:47 AM
There are way to make the Ram a better designed ability and T-34s should have a different vet 1 bonus than cap. Imo one of the issues is the synergy ram has with off maps. For that reason I would mind making "ram" a doctrinal ability. Then one could better design the synergy with off maps. In: COH2 Balance |
Thread: Adjusted commander portraits7 Jul 2020, 18:22 PM
Nice to see that you are considering my suggestions. Thanks. In: Lobby |
Thread: Stormtroopers lack first strike bonus, intended?7 Jul 2020, 15:34 PM
In: COH2 Gameplay |
Thread: Sander's personal balance changes7 Jul 2020, 13:15 PM
The reason the Panzer IV struggles is because allied TD have changes to do damage close to 100% even from range 60. In addition further homogenization of axis units is unnecessary and ill advisable. Many problem start when Ostheer Panther become similar to OKW and more expensive. Common units across faction do not need to be identical and should be balanced separately for each faction. Imo changes for OKW PzIV should include: higher rear armor If one one want to "redesign" the unit one could try make it cheaper but less lethal (Panzer J actually had only manual turret traverse) since OKW seem to have trouble fighting vs multiple vehicles. Any other changes have to do with more with performance of allied TDs (high accuracy/ROF and high penetration)vs mediums and less with the PzIV itself.
Lowering pop is step in the right direction but one need to rethink what role this unit fills. The unit come at similar price from when it was available from T1 while it has been hit by a number of nerfs. One should consider lowering the power level of the unit and giving it a more specific role.
A step in the right direction but again the unit does not seem to have a specific role.
Imo the unit should become buildable from HQ.
Simply redesign the unit as 4 men infiltration unit with K98 able to upgrade with either 5 MP40+1 entity or one FG42 using lmg profile. That would give OKW access to an infiltration unit. alternatively Create 2 fire modes for FG42, 1 mode similar closer to BAR and a timed ability using the scopes working more like a LMG. Para-dropped Fallj can returned be move to an Ostheer commander as 6 men squad modeled after USF paras (2FG42 LMG or MP40s).
The unit is simply badly designed and the design should be scraped especially if the changes on the medic truck goes ahead since it will not be used. Redesign the unit to work similar to Ostheer truck but on enemy territory able "siphon" enemy resources. The ability is already in the game but imo it should become timed one.
Merge the ability with incendiary rounds instead of MP-40, even if one replaced the incendiary rounds with a mortar able to fire incendiary barrages. MP-40 upgrade should then be replaced by a separate unit similar to assault IS.
The change is unnecessary or it should apply to other abilities that also provide vision (mostly UKF) What the ability definitively need is an increase to CD. If the issue the range make it cheaper and allow vehicle to fire the flares.
As I mentioned before make all OKW doctrinal vehicle and KT buildable from HQ, there is little reason for different mechanism with in the faction.
I see little reason for the "command" design of the unit. Either make it a simple Tiger or redesigned more as command vehicle lowering it base performance and increasing its synergy.
An improvement on the ability.
Simply make all doctrinal vehicles builable form HQ. In: COH2 Balance |
Thread: Adjusted commander portraits7 Jul 2020, 11:39 AM
I suspected you would run into some resistance from Relic. A solution would be to simply remove the beard since sideburns and mustaches are allowed. Te thing is that in UK army officer are extremely important and they are specially trained to lead by example and follow rules and regulations. The chances of an UK officer growing a beard against army regulations would probably be the lowest among most armies that took part in WWII. I do keep in mind that is not actually up to you. In: Lobby |
Thread: Panzergrenadiers with shreks7 Jul 2020, 11:17 AM
It may just be a bad streak of luck.
The problem with that is that you posting something as fact although you are uncertain if it is actually true in the hopes that someone will correct it. My suggestion would be to either post in way that demonstrate that you are uncertain or to first check stat and then post... As pointed out shcrek does have inferior accuracy at long ranges to bazookas and a target moving make no difference in scoring a"natural" hit (it can effect collision hits thou). Let all try to keep misinformation to the minimum. In: COH2 Gameplay |
Thread: Stormtroopers lack first strike bonus, intended?7 Jul 2020, 10:32 AM
I noticed that unlike similar units, such as the british commandos, okw falls and soviet partisans (with vet), the ostheer stormtroopers lack a first strike bonus when attacking from camo. Is it intended? No. Ostheer: "Ambush Camouflage" +50% accuracy for 5 seconds out of camouflage. Soviet: Partisans: +50% accuracy for 5 seconds out of camouflage. AT conscripts : First Strike bonus: + 25% penetration Anti-Tank Gun Ambush: -80% speed when active. First strike bonus:+25% reload speed +20% accuracy +20% penetration. Name: "Tank Ambush" Vehicles can't move, when ability is active, -80% rotation for turretless vehicles when active. First strike bonus:+25% reload speed +20% accuracy +20% penetration. OKW Fallschirmjäger: +25% accuracy for 5 seconds out of camouflage. When fifth veterancy reached +50% accuracy for 5 seconds out of camouflage. JP4/PZII Cautious Movement Vehicle camouflages itself and moves at -50% speed. It cannot take projectile based damage when cloaked. JP4 For first shot fired out of camouflage:+25% damage +25% accuracy +25% penetration. RW 43 8.8cm at vet 3 first shot, fired out of camouflage:+100000 penetration. +25% damage. USF Support Paratroopers +25% damage and + 25% penetration on ambush on bazookas UKF Commandos +50% accuracy for 5 seconds out of camouflage Veterancy 2 grants +35% speed during ambush for 3.25 seconds In: COH2 Gameplay |
Thread: Adjusted commander portraits7 Jul 2020, 10:09 AM
Great work, just a few notes as far as I know : German Parkas where reversible with one side camo and the other usually white. UKF army officer where not allowed to grow beards and that is something they would try to keep even in very difficult circumstances. In: Lobby |
Thread: Sander's personal balance changes7 Jul 2020, 08:37 AM
Battlegroup HQ These faction where designed to be played without all building but I as pointed out when USF revamp took place if one changed the USF tech system one would eventually have to change the OKW tech system also. I personally find the changes the suggested changes complicated and in my opinion the cost to set up a first truck should be the same so that the timing of faust should be the same (alternatively one could lock RW to truck set up and faust to track being build). My suggestion would be that medic truck now comes with medics but without reinforcement and one would have to unlock reinforcement. That would make things simpler and make the HQ cheaper when set up in base where the reinforcement is redundant.
When it comes to OKW doctrinal vehicles I would rather have them either become build-able from HQ (this could apply to KT also) the same way Ostheer PzIV J is or as call-ins. Making main battle tank that can engage any target build-able was a good change but specialized units like Hezter/Ostwind and even KV-8 can use other mechanism since they can not tackle all targets. That would increase build order for these commander.
Imo stun grenades should be redesigned to be more inline with the "offensive" type grenades doing extra damage vs garrison and green cover. I would like to see medic crates being able to be loaded in transports. UHU could also carry them for OWK.
Imo one could try switchable round for FHT. One that does damage but does not suppress and one that does less damage but suppresses.
I am happy to see that my suggestions to increase penetration and decreases AOE penetration that met with so much resistance when pointed out is been adopted. Although the change would also mean that the extra damage to UKF emplacements should be removed. Imo incendiary barrage is simply not worth its munition cost. I would suggest thou another route. Make an incendiary barrage the default barrage. The HE barrage would require an upgrade locked behind T4. The change would make OKW have better anti-garrison tools if choosing T2 while the Stuka HE barrage would come at timing closer to other rocket artillery. In: COH2 Balance |
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