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#Steam AliasWL%Streak
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Posts: 5279
Thread: Redesigning Super heavy Tanks20 Nov 2019, 23:18 PM
I like the idea of vet gating more stats on heavy armour assuming it's coupled with a cost decrease and more importantly a pop decrease. Since the power would be earned they would need to supported which is a great change In: Lobby |
Thread: A small tweak for axis booby trap20 Nov 2019, 23:01 PM
Bingo. Handy little mine that I have fsr more appreciation for now that it's not on every squad. Decrewed weapons, points, garrisons. Always nice to knock off a model. In: COH2 Gameplay |
Thread: Standardizing ability hotkeys20 Nov 2019, 22:57 PM
Best thing I ever did was swap to the grid hot keys. Then its just knowing the placement in the grid which can be a quick glance if needed. I got an mmo mouse that had 12 buttons on the side too which I keyed to the grid so all my hot keys are right on my thumb In: COH2 Gameplay |
Thread: reduce pop for soviet tanks and infantry20 Nov 2019, 01:48 AM
Kv-1 is a fantastic tank idk what you are on about.... It's basicly a Tiger with a t34/76 gun. It's job is to eat shells and it does that amazingly for cost In: COH2 Balance |
Thread: About IS20 Nov 2019, 01:15 AM
They shouldn't need to when in cover is what I am saying. Tommies are supposed to be cover fighters (like ostroppen, but obviously different) they are supposed to perform above their "cost" when the conditions are met. Tommies in cover should be very effecient because they are designed to be expressly INEFFECIENT outside of cover. This is what I am saying. All units are better in cover this is true, but none (again, aside from ostroppen) perform worse when not in cover. A Tommy in cover shouldn't be frontally beaten by a unit attacking over no cover especially since repositioning negatively impacts them more than any other unit. A Sturm seeing a Tommy should result in an automatic loss for Tommies even in the best case scenario for Tommies. I'm not saying they shouldn't beat them ever, hell if they are crossing in yellow cover I'd be fine. It's the walking across open ground and beating a unit designed solely to defend and. A 10% cost difference doesn't warrant that. Look at armour for reinforcement. 10% is less than the difference between a p4 and a t34. The edge is definitely on the p4 (more pen, more durability) but it's still anyone's game. 10% isn't enough to decide that it's a blow out. To reiterate : Tommies should have the edge when a unit is attacking them when they are dug in. IF sturms beat Tommies charging across no cover it should be both squads running home every time. If sturms use one of the core game mechanics to help them get up close and reduce their exposure to damage closing they should definitely win a blow out. The more I think about it the more I think cover should buff ROF more for Tommies. They maintain their slower but steady dps (by that I mean not as bursty like it was at 16 damage) but it gives them more opportunity to make the most when they are in cover since they certainly can not when out of it. As for the grens/rifles bit I think you are misunderstanding why I find issue with Tommies being underwhelming: grens out of cover are just less durable than grens in cover. They are undeniably better in cover, but it isn't really "required" like it is for Tommies. Tommies have durability (standard AND bonus durability) as well as dps. Being out of cover is detrimental for their performance. They are supposed to be superior in cover because of this. Otside of cover= perform worse than price would suggest In civer= better than cost would suggest And that only compounds with the utility (or lack of) factor we discussed earlier. In: COH2 Balance |
Thread: About IS20 Nov 2019, 00:06 AM
1.Because of the wind up you can fake out using the barrage to clear cover/garrisons or punish the enemy if they stay. Don't pretend it's not useful. 2/3. Yes. That's exactly what I'm saying. That's utility. And it's to be considered when finding a cost/performance sweet spot. Units that can do nothing but fight are supposed to do so more effeciently than those that can fight and do other things as well. 4. What about maps without garrisons? Do you just hold up there all game and wait for the Tommies to turn up? Waiting to outnumber them isn't an argument either as the initiative is on the sturms. They comin for you like it or not. Im "complaining" because Tommies are not doing their job and are ineffecient until they are 5models. Tommies cost 10% less than sturms but have none of the utility, are not good on the move and will lose outright even in ideal conditions. That is not balanced. I complained when Tommies were dumpstering grens no contest too because I actually do care about balance. I'm suggesting sections get buffed because they are UP. that's what you do. You shouldn't need 540mp in combat only squads to fend off 300mp of do everything infantry. Sturms should beat Tommies if they get an angle on them, catch them out of position or manage to get part way without taking heat but NOT charging across open ground head on into a dug in squad. In: COH2 Balance |
Thread: Heavy Tank CP19 Nov 2019, 23:13 PM
Now that the is-2 has been buffed to be reliable I don't think there is any reason for its armour to be so high. It would still be a beast with mid 300s of armour In: COH2 Balance |
Thread: About IS19 Nov 2019, 23:09 PM
Bolster isn't good scaling, it's a mandatory upgrade because Tommies are ineffective without it. Please keep up. That's what this whole thread is about As for Sturm scaling you have a very good defense and flanking unit with wicked fast repairs. They have their heap of utility to fall back on when their combat capability is reduced (but not removed. They will ALWAYS draw fire if on the front because they are a threat) And again, please read. It ISN'T putting the sturms out of action. My tests were to the death so they are dealing as much damage as the squad possibly could and most of the time only dropped 2 models. If you retreat at half health assuming all things linear you would only be dropping a model, which is more than enough to keep them on the front capping or getting beside an mg or something. As for scaling sturms have many non combat abilities that ensure they are always useful, not simply as front line assault infantry. Scaling shouldn't simply be "buy this or don't be viable at all" and scaling isn't simply how well they fight there is more to this game than cosf=combat power=scaling. You are leaving out the various aspects that make the game great. Things like cover and vision are supposed to matter, doubly so when a unit designed to operate in cover and little else. Ostroppen are designed to operate in cover and generate great value doing so able to effeciently fight more expensive units. Tommies do not. Tommies should be able to stand on their own as 4 man Tommies or the bolster should be included with tech if it is going to be entirely required. Tommies are supposed to be premiere defenders as they are much weaker than most on the attack. Perhaps a dps boosting ability that Tommies have when in cover sort of like volley fire without the Supression would be a route to make them able to defend properly, like they are supposed to. Or maybe Tommies need their cover bonus improved until they are bolstered so that they can perform the tast they are designed to do.
What utility? As grens also have a nade barrage. Not very flashy, but is in line with ACTUAL assault units (shocks have armour and smoke and a nade, rangers have an extra weapon slot and a grenade, preupgrade pgrens have a hand nuke. And they all come a bit later as well) Sturms can lay wire, heal squads (with aoe heals)lay mines, can sweep and put it away to retain their DPS,repair, salvage wrecks and deny the enemy team weapons Pios have increased LOS, can build multiuser Bunkers, lay area denying minefields or heavy mines that OHK light vehicles. They can also build sandbags and lay wire and repair shit. Can heal themselves or other squads (1 off, but at least it's cheap) Sturm vs Tommies is a very real scenario as both are starting units. Most of the first clashes between the 2 factions are these 2 units. Losing the first engagement, even when taking all the precautions and proper steps and ceding ground results in lost resources and outs your next engagement at a disadvantage. Perhaps you should do a test where it starts as a match would, with a Sturm vs Tommy, and then follow up with a volks/tommy/mg/UC/Kuble or whatever the 2nd unit for each is without resetting the engagement, as per anither realistic scenario. In: COH2 Balance |
Thread: About IS19 Nov 2019, 21:43 PM
the only early game allies assault squad is ass engies, i have not run tests with them so i cant say how they fareas for rifles, the gap is the same or greater than that in the sturm/ tommy scenario AND rifles have less utility than either grens or volks, both can build cover (granted grens its a bunker, which counts for more and also less) and grens have a snare. rifles can do less AND cost more. think of it as an RPG stat sheet, the more things you can do the less good you are at any given thing of vs the same points invested in a single stat, not assume the same BUT the rifles in this case had more points and still less variety of skills.
there is more to a unit than combat potential and price, namely utility. you have a 300mp unit who can: heal troops, repair tanks, lay mines, deny cover, stun enemies (with vet) without any additional teching or upgrades required and fight well at close-mid range vs a 270mp with no utility outside building cover AND have worse stats when outside of cover. there has ALWAYS been a trade off to having utility. all the scenarios you listed were examples of hard counters lacking any utility vs generalist units. tommies are designed to utilize cover for their best results and are failing to do so. it would be less of an issue if sturms were not a starting unit and it was actually possible to have support for the tommies, but the fct that the very first engagement of the game is a guaranteed loss even if the brit does everything right is bad balance
those allied assault squads, with the exception of ass engies all are dedicated AI units whos ONLY job is to attack, they have no added utility, no possibility of being force multipliers not added battlefield application outside attacking, and aside from ass engies they all come far later into the game when there is a possibility of focus fire and defenses might be in place. its a different scenario entirely as there are options available. pgrens are not an issue despite their higher durability and better dps, because there are counters available when they hit the field. now for the bolded part, this proves you guys are talking out your ass. i have actually done some testing, clearly you guys have not. sturms trade VERY favorably. here are the results (copied from the post i made after running the tests) in my tests sturms could attack 4 man tommies behind green cover across no cover and come out on top 9/10 times of those tests 1 sturm model remained 1 time 2 sturms remained 5 times 3 sturms remianed 2 times 4 sturms remained 1 time 3 tommies remained 1 time in the win for the tommies 2 sturms dropped before the sand bags tell me how that is sturms bleeding enough to consider tommies engagement an efficient these were fights to the death as well, so in all likley hood the tommies would have retreated before some models dropped, which, if no models dropped sturms can heal up the damage and dont even need to give up ground... run the tests yourself. tommies in green cover on flat ground with o cover in between and tell some sturms to get into the cover and watch how easily the sturms mop up the tommies and tell me thats balanced. In: COH2 Balance |
Thread: "For Mother Russia" (sprinting while in combat)19 Nov 2019, 17:53 PM
quote form armadillo form the previous thread: "I'm not saying that it is bad, just that I can see why the guys shooting 5 bullets in 20 seconds have a higher modifier than the ones outing out 30 in the same time are. Actually that's 2 branches of the same thing that I'm saying. Okw get more out of it because of their weapons that are good at all ranges and on the move. The guns that shoot 5 shots every 2 seconds generally are no either of those. It's literally the same argument that the ability on other factions needs to be provide better buffs to be on par with the impact that VA brings.... In: COH2 Balance |