Just to push this discussion into the most productive way, here are a few guidelines for suggestions:
- no new units;
- no unit swapping between factions;
- changes should be as minimal as possible;
- new abilities are possible, but nothing crazy (think about mostly copying existing abilities);
- no total reworks of commanders, but multiple ability swaps or replacements per commander are possible if needed.
Broad goals:
- tone down meta commanders;
- increase the amount of viable/competitive commanders by buffing underperforming units/abilities or by replacing units/abilities;
- increase diversity for Ostheer and Soviet commanders in terms of viability and theme because of the relatively high amount of overlap for commanders in those factions. |
Yes but when you upgrade to G43s they get the crazy 1.15/.92/.575 accuracy
JLI get only 1 G43 sniper rifle. And it has semi-sniper rifle stats with the inverted DPS curve and a critical against <70% hp models.
Same for the Pathfinder scoped M1 Garands, except their HP threshold for criticals is 40% health. |
How do I know which units/weapons have focus fire and which do not?
As a general rule of thumb SMG, AR (including BAR) and HMG weapons have focus fire false.
LMGs and vehicle mounted MGs have focus fire true.
There are one or two exceptions like the Royal Engineer Sten, but that weapon just has really weird stats for some reason.
You can look up all the weapons on the website below and it shows their focus fire status:
https://coh2.serealia.ca/ |
are you guys changing strings too? I just noticed how spearhead ability doesn't point out that the hull mg gives supression to ace and KT.
Yes there will be many UI and strings improvements. Spearhead description was on the list too. |
All Ost Snares are still at 15 seconds cooldown while all all other factions have 30 second, this is inconsistency at its finest
Grens have 20s. Volks have 20s on their Panzerfaust too and all other units with 30s except Royal Engineers get cooldown reductions with veterancy (Grens and Volks don't). REs are the only inconsistency, and it's on the list to get addressed.
And they are having more range than hand thrown at nade (18 vs 16) on top of having a bulletin for further range increase, but sure.
It's 18 versus 15. Grens get higher range on purpose because they are more vulnerable when snaring than other squads because of their low squad size. Osttruppen are losing the premium range in the patch. |
Do Sweepers have a new icon for the unit card with sweepers or is that just an additional weapon icon being placed above the equipped weapon blocked by the bottom of the unit card?
Engineers upgrading with Minesweepers will have their shield icon changed rather than having it added as a weapon slot symbol. Now actual weapons like Bazookas will no longer get hidden from the UI.
Also am I dumb? I don't understand the second picture. AP Incendiary rounds icon?
AP Ammo now has more obvious impact effects (I realise the picture might not show it as well) with more smoke, so it should be a lot easier for the enemy to realise AP ammo is being used. |
Winter Balance Update, soon?
Patch has been finalised and is being made ready for release right now, so hopefully soon TM indeed.
To help pass the time until then, here are a few small teasers of additional QoL improvements that are coming:
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RollingStone, he's talking about hmg34. Yes, that one you need at least 2 to suppress blob charging in front of it, always losing 1 in meantime.
Stop this myth already, the HMG 34 is excellent at suppressing. It's only slightly worse than the 42. The only thing that is bad about it is the poor DPS, but that's not what you get an HMG for anyway. |
surely you are aware that micro is a resource as well yes?
3 easy clicks to put down a barrage, what a waste of resources indeed. Not to mention diminishing returns on your big micro saving investment turning on counter barrage when it fails to hit anything when you could've regular barraged a much more target rich environment instead.
It's a meh ability and generally a bad investment compared to a regular barrage. Easy micro barraging a target rich environment > no micro shooting at a lone artillery piece with a tiny chance of hitting it. |
the strength in counter barrage is that the enemy katy has a chance to self destruct with no input from you. or their mortar, or their zis or anything that harrages. the issue is the no input and the nature of RNG meaning it can be quite devastating, again, with 0 input.
That's hardly a strength when it comes at the cost of sacrificing the regular barrage that can/will generally be more impactful. It's not like targeting a regular barrage is the epitome of effort either.
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