Thread: OKWYesterday, 21:12 PM
I'm surprised this thread hasn't been locked yet like Storm Elite's. The original poster has outstayed his welcome on the balance forums and should head to the tutorial sections to voice his rants instead.
ask the mods
...I don't know why I even bother.
Price means literally nothing because resources are infinite and dependent only on time and nothing else.
Arguments about something being "cheaper" mean absolutely nothing when talking about objectively observable flaws.
For instance, if you were to make the T70 take damage from bullets and make it cost 50 manpower and 10 fuel, it would become 100% suicidal just like the 222, and the quantity you can put out would mean absolutely nothing.
Same with SMGs. Weapons that only deal damage in melee range are not viable, at all. Shock Troops are an exception because they're "armored".
Dane is right when he says there's no incentive to bring out SMGs and that the game is dominated by rifles, assault rifles, and LMGs, because when your weapon does nothing until you get in melee, even flanking does nothing, because a rifle unit can just turn and fire at your flanking SMG unit and kill it before it gets into range to deal any damage.
For crying out loud, stop using cost as an argument. It isn't one. It means absolutely nothing. Balance is about objectively observable performance, the kind you can observe in labbed situations where you spawn units in using the admin console without any regard to the cost of anything.
actually he would have a point if only that u get 3 Thompson instead of 2 stg
so 1 stg = 1 Thompson by price but not performance
Regarding USF I'd personally make Riflemen 10-20MP cheaper and add those (based on standard 3x Riflemen strats) spare 30-60MP to the BAR tech. This way USF can field infantry as fast as OKW can in the early game, while their scaling costs/timing remains the same as it is now.
Infantry Sections I'm not sure, I'd probably agree they're fine early on. I'm not even sure IS are really the problem for UKF. It might be worth experimenting with only one Bren slot and add a moving accuracy bonus to the Bolster tech (bringing it up to standard) so they can actually properly attack stuff.
and so they stomp on OST ? The whole "volks are op" started when UKF came out and even with the thousand nerf they are still somehow op ? They upgrade is a strictly worse bar, they have worse vet, take longer cause they have 5 lvl and still is worse than cons vet, and they only win if they are at better cover and at max range.
no the volks are OK, if the problem is that they come out too fast reduce the starting MP but reduce the sturm, kubel and truck cost accordingly.
Because they(250mp) perform even against 280mp IS and Rifles.
With stgs they are the best inf in early game and slightly better than Rifles with single bar.
Having witnessed too many volks spam really make me tired when I play allies. It also make me bored when I use Volks when play Okw.
math is not an opinion
stg 7.5 close and 1.5 far (so x2 15 close 3 far)
bar 13.5 close and 4 far
but the u add the garand dps as the bar only use 1 slot, so we come to
20 close and 5.5 far
this with 1 bar
so u are wrong the stg is just a worst bar
just remove the bias glasses and u will be fine.
For the m 42 I would suggest 2 ability
1) ultra first strike bonus (or the vcoh1 first strike): +2000% pen and maybe a 50% buff to damage for the first shoot out of stealth
2)target weakened point: every 2 shot against the same tank the second one has 2000% pen bonus (or after it fire the first shot give it a 2000% pen bonus for 4-5 sec if it easier to implement in the game)
this would give late game utility to the m42 while not making it op vs light vehicle
Actually I am was playing COH when you probably still wore diepers. And yes, the original IS-2 was a nuke or miss, but that is not what I am looking for nor that is what the suggested changes intend. They intend higher alpha damage (more impact in tank vs tank), circa the same anti infantry damage.
Currently the issue with literally all heavies is that that they are more or less just damage sponges, instead of firepower concentration. More impact is needed. More character. Between all the 'balancing', COH is looking more and more like a Starcraft game, where 'balance' is achieved by always consistent results. Might as well do away with hit chance and armor, but then it is not COH.
Higher alpha would be preferable for heavy tanks that are limited to 1, slow, and work in practice as TD magnets instead of a steady stream of DPS. Simply buffing their RoF is a lazy solution, as squad wipes can be avoided by properly adjusting the near and mid AoE. If consistent AI performance is required, adjustment of scatter is needed.
This is how it worked in Coh 1 and it worked well.
news flash we are not in coh 1 damage for armor is different here, u would need to copy the code int the game, deflection damage in coh 2 is almost non-existent for tanks that why any damage not multiple of 80 doesn't work well in most situations
the m52 at guns buff are not enough just give it + 1000% pen on the first shoot out of ambush (like vcoh1 pak 40)
comrade all are equal in russia
u all dont know the plauge thats AAA was, codguy and aulullum are pretty tame
i tested on cheat mod and the rekts hp were over 70%. then what i got is that result stats. test it yourself and reply. and remember okw is rewarded 5 fuel neverthless rekt has 1%.
it could be a bug of cheat mod too, btw yes it's always 5 fuel so even for heavy tank (and generally u salvage tank cuase the wreckt has the hp to survive some mortar projectile) but they can't build any chace for that