All in all solid changes! Good work.
Whats the point of the Incendiary Shot? A very long aim time with high cost of 40 ammo for 1 kill and a ~3 second stun? I don't get it. Compared to Soviet flair and Bitish vehicle crit, this still sounds pretty worse.
Panzergrenadiers with Schrecks:
To put the guys with rockets in front of the squad feels very nice. But with 35 range they're still underpowered vs LVs. You always need a Pak gun anyway as Wehr or you will loose to LV rushs. And with low vehicle targetsize, Panzerschrecks tend to miss nearly always, especially at maxrange. Therefore Sander made the suggestion to reduce damage to 100 but increase accuracy. This would be a bit better, but bear in mind: PGs are very MP expensive, Schrecks cost a lot of ammo and the double schrecks cripple their AI. Because of this, I would reduce damge to 100 in order to decrease their threat vs vehicles and encounter schreck blobs. But on the other hand, increase accuracy AND the range to 40. PGs with schrecks would be still shredded by allied infantry due to their low AI.
This one hasn't been changed yet, but I would highly recommend to look at it. Its armor is way too thin vs small arms fire. Every allied infantry can damage it and you always need some pioneers behind it to quick repair. There is not even a need for AT guns, blobs can just shoot at it with BAR or Brens ect. Even the USF M20, which costs only 20 fuel, can be upgraded with armor skirts to withstand MG and rifle fire. This wouldn't be a big change but it would help Wehr to better stay at frontline and support the flanks vs blobs. In addition, rushing T2 is no longer possible cause of the fuel increase for the tech. Futhermore a slight build time increase would lower the power spike. Or, like the M20, make an upgrade for ammo in order to increase its armor. Don't get me wrong, I don't want to make an Ostheer Luchs. Its combat capabilities are fine. But at least same armor as Puma would be the least.
Profile of VonManteuffel
Post History of VonManteuffel
Thread: [Winter Balance Update] OST Feedback27 Nov 2020, 10:08 AM
Thread: Will they address Panzergrens in the new patch?26 Nov 2020, 17:48 PM
Just a reminder: PGs have no snare and are totally crap with shrek upgrade. Allies have best LV with high AI performance. So either fight it with vehicles, or infantry as Shreks are purchased.
Sorry guys, but if you have trouble vs. high cost elite infantry with no AT at 4-5 mins, then try Axis and deal with 5 min USF Flak HT, Soviet Quad and Brit AEC....
Thread: First Quarter 2021 Balance Patch26 Nov 2020, 15:38 PM
26 Nov 2020, 14:36 PMgbem
Sorry for missundestanding but my 3 points are according to the balance suggestions made by Miragefla and Sander93. I only wanted to add my points on top of that. So there are enough Axis nerfs all in all.
And sorry, but I don' get your point.... Soviet Mortars are 6 men crews and could get their flair with Vet 1. Where's your problem?! Their raw stats are exactly the same, turbo Axis mortar has been nerfed years ago.
And Zis gun needs barrage? have you ever played 2vs2 the last months? Almost every Conscript spammer builds 1 Zis gun to counter every German HMG. No need for mortars. I don't get the point why an anti TANK gun needs to act as an indirect firing option while there is a mortar team buildable. This is just beeing abused a lot.
Soviets are not one of the weakest factions. I'm sorry to disappoint you. They are the most played allied faction and have pretty good winrates.
Thread: First Quarter 2021 Balance Patch26 Nov 2020, 13:16 PM
26 Nov 2020, 12:01 PMHannibal
I'll just quickly pick out a thing or two:
Thats not my point. It's not about the abilities per se. It's about having abilities at Vet 0. Blietzkrieg and stun shots you mentioned are all unlocked at Vet 1.
This is intended for all handheld AT to allow kiting with good micro. Long ago, handheld AT had longer range which shut down LV play and enabled blobs to delete vehicles.
You forgot the damage reduction. I said, reducing the dmg from 120 to 100 would be nice in combination with 40 range. Therefore Schrecks won't delete vehicles as you say. And on top of that, as I also mentioned, Wehr has a special role in this purpose. Wehr has no AT LV like all the others. And PGs with Schrecks are much more expansive than Penals with PTRS or Echelons with Zooks. IMO this would justify the extra 5 range.
I am also divided by that. I think it's rather the Churchill, Comet and KV1 hat need a slight armor nerf. This design was on purpose: Allied do not have heavy armor on stock, but IF they chose to field them via a doctrine then Axis have to play smart and deviate from their heavy armor play. In general it still works and I think it is a very interesting design, just as usual Brits screwed it up with having stock heavy units.
But Axis Heavies are also not stock units? Excpet the Kingtiger, all of them are call in and doctrinal. This is no reason IMO. And due to the last balance patches, there are so many doctrines right now which give access to heavies, there is likely minimum one in every 2vs2 game. And I don't understand, why allies should be easily able to compete with German heavies but axis have to play "smart".
According to the OKW commander ability, I also don't agree with you. With Elite Panzer Doctrine every OKW vehicle is able to use HEAT rounds. But my proposal targets only StuG3 with Vet 1.
Reducing armor of heavies would be pretty nice if tank destroyer penetration would be also reduced. This would vitalize medium tank gameplay. I am in favor of this solution but pestimistic it will come that way.
According to the Panther, I didn't suggest anything. IMO its fine and fits very well in his role. Nothing to change here.
Thread: First Quarter 2021 Balance Patch26 Nov 2020, 11:14 AM
3 things that have to be changed additional to those proposals Miragefla and Sander 93 already made:
Thread: Sander's personal balance changes30 Oct 2020, 10:10 AM
Is there any time period which we can expect this patch to get released? For example, "Winter Balance Update 2020"? :-)
Thread: Updated Numeric Veterancy Mod(English)7 Oct 2020, 17:54 PM
Downloadlink still dead :-/
Thread: Mortar Vet 3 doesnt apply3 Oct 2020, 10:42 AM
Okay, thank you for clarification :-)
Thread: Mortar Vet 3 doesnt apply2 Oct 2020, 07:42 AM
Okay, thank you guys. I made some more testings and come to the following results:
1. The yellow barrage circle, indicating maximum scatter, is both the same size, Vet 0 and Vet 3, with and without sight.
2. With sight, both Vet mortars seem to have the same scatter. They hit with same chance.
3. WITHOUT sight, the Vet 3 mortar does hit much more. Scatter seems a lot better in comparrison to Vet 0.
So could it be, that the Vet 3 bonus only applies to barrage without sight?
Thread: Mortar Vet 3 doesnt apply1 Oct 2020, 12:36 PM
has anybody already noticed the Vet 3 bonus of Soviet and Wehrmacht mortars doesn't apply? On Vet2 they get faster cooldown for their barrage abilities. And Vet 3 says, according to the CoH2.org beginner veterancy guide, +20% barrage accuracy.
But I made some testings and can't find any differences between a Vet 0 and Vet 3 mortar. And after looking at https://coh2.serealia.ca for the true stats, there is also no difference to see.
So as far as I can say, Vet 3 bonus doenst correctly apply to Grw34 and BM-37.
Am I wrong at this?
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