tiger call-in without fuel cost? where?
CoH3 Hot Fix 1.0.1 - February 24, 2023 @here @CoH 3
Please continue to submit Bug Splat/Crash reports, as a developer will read every single report, it provides us with much-needed information for us to resolve issues swiftly. We plan to have another hotfix on Monday, February 27th, patch 1.0.2, which is focused on three major issues with stability.
Fixed a crash when players ended a turn in the Dynamic Campaign Map.
Afrikakorps Armored Reserves Deployment Upgrade cost from 150 Manpower and 50 Fuel to 200 Manpower and 150 Fuel.
Afrikakorps call-in Costs increased for Assault Groups to 600 Manpower, and 80 Fuel.
Afrikakorps Tiger cost from 900 Manpower to 800 Manpower and 180 Fuel.
Increasing the build time of Afrikakorps Panzergrenadier Squad from 13 to 25 seconds.
Fixed an issue where American AI overused recovery vehicles if they took the Armored Battlegroup.
They changed it pretty fast. But even the idea to make the same shit like old tiger ace is mind boggling
And please, nerf the stupid sniper. Whoever thought buffing the US sniper was necessary, deserves a bricking...
Broken call-ins, awful mainline inf balance (Grens are shit, Pgrens too expensive, Rifle require too much investment), Tiger call-in without fuel cost, similar units performe differently (USF sniper being better than wehr sniper for no reason, usf aa halftrack being way better than other aa vehicles for no reason), abilities without costs, double flamer unit (member penals), shreck blob (member volks), etc etc.
Its like nobody learned anything from the last 10 years coh2. The devs, who are resposible for mp balance, are either clueless or have some major learning resistance
100% agree on this.
the community balance patch, just nerf and adjust based on the number of person whine on the internet, instead of understanding how each faction strength & weakness that each faction. only the core dev understood what they are trying to achieve and make it fun.
anyway a balance game isnt necessary going to be fun.
As if any of you clowns has a better understanding of balance. I am glad nobody on this forum (including me) had any influence on the balance. The balance team did a good job, especially when you look on how many things relic locked as unchangeable.
I agree on sections. Their design is awful. Bolster is mandatory, their veterany is a joke for no good reason, their powerspike with bolster absurd and brens almost worthless.
Making 5man sections without bolster, with lower combat power+lower cost, better veterancy and better weapon upgrades (vickers is trash too btw) is the best way imo. Maybe even remove the dumb cover mechanic. And make bolster work only on support weapons.
Again with that bullshit.
Take the last patch for ST: they added 1cp to its reqs, some fuel and removed its ability to self repair and throw grens at the same time. I also think they removed like 5 vision. They did NOTHING to the base stats YET you claim it dominated the game BEFORE THE LAST PATCH.
It's absurd, and a placebo. Unless you think allies can get a TD in the 3 extra minutes that OKW players now need more to get it.
The Sturmtiger has received a number of changes to reduce its impact and how quickly it can gain veterancy. Range has been reduced to make the unit incapable of firing beyond spotting range, cost and CP requirements have been increased to delay the unit, and veterancy requirements have been raised.
Range from 40 to 35
CP requirement from 8 to 10
Fuel cost from 165 to 185
Experience requirements from 1400/2800/5600/7400/8900 to 2000/4000/8000/10000/12000
Veterancy 4 +10 sight removed
Can no longer use Crew Repair when Reloading
Range 40 -> Shoot inf from fog Range 35 shoot inf from not from fog but in vision
Thats massive and by far the biggest nerf here.
Nice fake news though. Gratz for contributing nothing of value here!
Sturmtiger is fine as it is. Breaks up blobs, forces retreats with its mere presence. Can instakill unsupported teamweapons and braindead blobbers. It doesn't need to do more than that and it shouldn't for the price point.
I can do the same with the Brummbär. A unit that doesnt have 40 sec reload where its completely useless. It forces retreat, wipes team weapons, is even cheaper, nondoc. I cant rely on the ST to wipe units in 2vs2 top 200, so why even bother? P4 and KT are nondoc and more reliable vs infantry and stuka is better vs team weapons.
Dont get me wrong. I dont want the ST to be buffed. Im happy its niche with some usage in low rank games. Doesnt make the unit viable though.
Btw you can always say "Opinion discarded", but it doesnt make your argument more valid.
you dont have a single idea what i am talking about, the pre nerf sturmtiger was basically game breaking for only 160 fuel cost
now its balanced, it is extremely tanky but not long range on top of it
Its balanced, cause its worthless now. The whole fucking design is dumb. One shoting units without much counterplay in a game where veterancy on units matters is game breaking. The unit does either whats its supposed to do and is therefore broken like last patch, or it cant do that and therefore is useless like in the currrent patch. Its fine now, cause noone needs this unit, but it should work like a slightly bigger brummbär. Very effective vs infantry, but not oneshoting inf our of fog.
Who say they lose so badly? Your just doing a strawman + personal insult as main argument, as usual shall I say.
I said they don't perform in their ideal condition as much as SP performs for the same or even larger price tag difference.
OKW early game has been buffed with medic crate, SP buffed and Kubel changes while, as I stated, volks received minimum nerfs. At the same time having enable so much T1 make OKW much more oppressive while back then when T2 was the get to go their early game was less.
RE nerf has just enable more the kubel dominance vs USF, and it was highlighted during the patch preview but put aside by the modding team to reach the situation we're facing today, RE are neither good vs infantry or Kubel. Their bad at everything for an expensive price.
Stats since last patch 1v1 top 200 35000 games:
OKW winrate 47,7% - USF winrate 52,2% - USF winrate vs OKW 53%
Nice buffs for OKW mate. LMAO.
kUBel UnBEAtabLE, RIfLEmeN WEAk, EcHELOns USEleSs, JAeGEr OveRPOWered, PLS buff UsF
You mean the worst mainline infantry? Only paratroopers are actually good lategame
+1. On top of that worst support weapons, worst mortar, worst healing, jacksons gets unrightfully nerfed every time thanks to balance team. USF just sucks. Worst faction by far.
Dont ask me why USF has 52% winrate in 1vs1 and 51% in 2vs2 in this patch. Must be visual bug. Them being played (compared to Brits RIP) in tournaments is just an expression of the bad state Rifleman are in atm. Im beggin the balance team to buff this trash unit. Thank you.
And when we are at it, can the balance team pls buff scotts? Idk why their barrage has cooldown and im not sure why a lategame unit has so low HP. Like just compare Brum to Scott and you clearly see the difference in bias. Just cause Axis units have to be all powerful while USF sucks.
Because they are mid oriented and not close and there damage is fine for cost.
In addition on choose a commander and not a single unit.
Once Grens/Volks get their weapon upgrade they get shit on. On top of that they have almost no utility beside faster capping speed. And the commander is mostly inferior to Lend Lease or Mobile Assault. Its bottom 3 commander for a reason.