Ranked, I only play USF. Wouldn't be caught dead playing Nazis with some sort of record being taken. [...] The balance team is doing a pretty good job if you ask me.
Short summary of coh2 balance in August 2020.

Germany
Thread: Why should a Panzer IV be able to take on a Jackson?12 Aug 2020, 10:26 AM
Short summary of coh2 balance in August 2020. ![]() In: COH2 Balance |
Thread: Why is the Jagdtiger so pointless10 Aug 2020, 19:20 PM
The JT is not a bad unit but the only time you need it is to counter ISU and it doesn't work well in this role because it's too slow to dodge ram and IL2. It's just not nearly as good as Ele with spotting scopes even though it has the off-map arty which is quite good now. So yeah...better get something else. I don't know how it is in 3v3 and 4v4 so what I said applies to 2v2 only. In: COH2 Balance |
Thread: (4) Highway to Baku30 Jul 2020, 22:12 PM
V0.9 - map widened a little to make pathing easier in the industrial area - adjusted/bug fixed green cover at fuel - northern and southern corners have now a bit more space (between bunkers and between houses) - optimised base bunkers - improved detailing in non-playable areas - added wooden bunker in the northern corner to balance the wooden bunkers in the south for infiltration units In: Map Sharing |
Thread: 2v2 Map Removal29 Jul 2020, 22:12 PM
Lierneux needs to go because it just does not fit into COH2 automatch in 2020. It seems like a relic of coh2's earlier years where the maps where very different to what we have now. Poltawa is another one that absolutely MUST go because of how boring games are and how much you are forced to spam artillery to brake the inevitable stale-mate for the middle VP. I do not like having four houses in the middle of the map, spread around the VP. Not sure why someone thought this was a good idea. Also very very confused why this map won the 2v2 map contest and was voted as the best map by the players playing in the map tournament in 2017. Minsk is another map that is basically like that which is why I don't like it either. Plus it has no balance as north side has it way harder. Kharkov and Rails are popular maps but equally terrible. Campy playstyles are promoted and there is no north/south balance. Too hard to flank team weapons. In: Lobby |
Thread: 2v2 Map Removal29 Jul 2020, 22:01 PM
It's weird how everyone hates the same maps but in the map statistics everyone seems to play them. Road to Kharkov second most played map, Rails third most played map. Poltawa 7th most played map. And if you look at Siphon's statistics it isn't super elo-dependend either. How often the maps are played is spread relatively evenly. In: Lobby |
Thread: M3A1 scout car scaling29 Jul 2020, 10:00 AM
It needs shared veterancy as a start, but having med-kits to drop off wouldn't be broken, even if it's early game to help stem T1's relatively large bleed/manpower investments. Didn't read this thread but the M3A1 should definitely NOT get med crates because that effectively saves Soviets 250 MP(equal a unit) in early game and would very likely completely brake the balance against OKW because all of a sudden you don't only have have the M3A1 but aren't outnumbered anymore either. It either means another Penal/Con on the field or faster Zis and both would not be a good idea. In: COH2 Balance |
Thread: (4) Highway to Baku29 Jul 2020, 09:28 AM
I got some feedback from the tournament last weekend and implemented some of it. V0.8 - fixed mini-map/tac-map image - slightly increased brightness - lowered train tracks and highway so there is almost zero elevation - removed red cover from road - some pathfinding improvements - slightly changed the position of the bridge walls as they weren't 100% symmetric before - fixing unintended little things -recuded size of LOS blockers on highway next to middle VP - increased this gap so attacking is easier and you don't have to go through a narrow channel for the shortest way to the enemy`s fuel + the LOS blocking bushes are now crushable by heavy tanks so they will eventually disappear ![]() - removed the tower and silo object at base exit so less chances of retreating tanks getting stuck ![]() - moved the LOS blocking objects next to the munitions point on the highway more towards the middle so players have these 3 general combat areas better defined (picture from rosbone) ![]() Undecided question I am not sure if the LOS blockers on the highway around the middle VP will remain or be deleted. They are supposed to stop the dominance of support weapon play which was previously too strong because you could shut down vehicles and infantry too easy by getting 2 AT-guns and/or MGs. This would then result in rocket artillery spam. A lot of people complained this area is too open so I put the LOS blockers in. Now after putting them in others have complained that there are too many LOS blockers. I will decide if they are removed or remain after I get more feedback on them. In: Map Sharing |
Thread: OKW vs. Brits 2v228 Jul 2020, 19:19 PM
UKF is basically auto-win against OKW if both players are at the roughly same skill level. In: COH2 Gameplay |
Thread: Shock grenade28 Jul 2020, 14:52 PM
More like Soviets are slightly better than OKW and slightly better than regular Ostheer. Only time they are inferior is when Ostheer skips T1 with doctrinal infantry into fast Pgrens/Flame HT. To some degree also 5 man Grens but that is something every faction struggles against at the moment. OKW has no "meta" that is superior to Soviets. In: COH2 Balance |
Thread: KV-228 Jul 2020, 09:22 AM
I really don't want the siege mode to be buffed. Having to deal with ISU long range deleting units is bad enough we don't need another unit to do this especially because you can put the KV2 behind shotblockers and let it shoot away. IMO just keep it as it is. It's well balanced. In: COH2 Balance |
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