Imo they really only need a slight buff to their moving damage, and maybe a tiny bit further reach, but at least they're doing something with them.
E: for reference they have a .375 burst duration modifier when moving. What ends up happening is they blow their whole magazine during the approach without doing any damage, and then have to go through a 3 second reload animation before they can finally start doing any damage.
All the "good" smg squads like shock troops or thompsons have a .5 burst duration modifier, plus a couple more bursts in their reload cycle.
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Thread: do assault grenadiers need a buff? 21 Mar 2019, 06:17 AM
In: COH2 Balance |
Thread: Thoughts on Panzergrenadiers18 Mar 2019, 23:45 PM
Pgren every time. You get twice the DPS of a gren with better RA to boot. Make no mistake. Even though they're a tad more expensive than grens you're getting a much better unit that doesn't bleed nearly as much in infantry fighting. The current Pgrens need to be locked behind tech in order to be balanced, but I do think they could come 30 seconds to a minute earlier. You can't survive the stall if you want a Pgren as a large part of your composition. Even if you do survive you're at a point in the game where strong infantry doesn't matter as much as strong vehicles. I suggested manpower reduction on the t2 building earlier, but I actually think some of the fuel needs to be shifted to the 222 and half track. Manpower isn't the problem. You'll suffer a bit under 3 grens, which you should, but you'll be able to save up the manpower. You just won't have any fuel coming in to build t2 with. In: COH2 Balance |
Thread: Wehrmacht Rework Ideas17 Mar 2019, 07:25 AM
I agree with being able to purchase shreks individually on pgrens. They don't have the staying power for two to make sense. I'd rather see the 2x on storm troopers as it fits more into the ambush playstyle. Playing a storm trooper doctrine into a t3 rush is really fun fwiw. Two single schrek squads feels "'right', and I think it should be a standard option. Would love to be able to build two patches of mines. I'd actually use them then. 4 is always overkill and it's too distracting trying to do the cancel. The rest of it is meh. MP40 grens would suck. It'd be the same problem as ass grens but even worse: technically you can win a fight, but you'll never have enough models left over to capitalize on it. If you misjudge just once and commit you'll lose the squad. StuG could maybe have better frontal armor but suppression is completely out of the question. In: COH2 Balance |
Thread: Thoughts on Panzergrenadiers17 Mar 2019, 06:08 AM
Imo the only problem with Pgrens is the timing. As a unit they're very strong. 34 manpower or whatever it is to reinforce gets you an STG model with .8 RA which makes them one of the best bangs for your buck in the game, but good luck recouping that 340 up front investment during the armored stages of the game. I think the t2 building cost is what actually needs to be re-evaluated. You've already spent 100 manpower on the battle phase. Another 200 manpower and having to pull pios off the field is just too much. You'll get pushed off the map with just 3x grens. A 4th gren gets you much better field presence while teching, but you're too infantry heavy for another squad at that point. Cut 100 manpower off the t2 building. Adjust the 222 and halftrack costs. PaKs can probably stay the same though as I think they have the same problem as the Pgrens. In: COH2 Balance |
Thread: Motherland HMGs rework4 Mar 2019, 15:34 PM
I'm assuming here that you're talking about my changes i.e. the DsHK for maxim, and also swaps with penals. T1 still has scout car under this, it's the penals that were moved. Flame engies are the passenger 90% of the time so not much is really changing wrt to the scout car's power. If you're playing the new t1 and in desperate need of PTRS you have two commanders options, another commander with tank hunters, and also two other commanders with the light AT gun. The comparison to the old USF tech tree kinda falls flat as the old USF system required 110 fuel to unlock both tiers vs 30 fuel for a soviet player wanting both tiers. Soviets also have their key vehicles in t3 while also having a much better selection of commanders call-ins to shore up weaknesses. In: COH2 Balance |
Thread: Ostheer MG/Early4 Mar 2019, 06:25 AM
It's weird how these manpower increases are supposed to both "fix" the MG42 but at the same time are so small they don't affect anything at all. If MG42s are game-breakingly overpowered shouldn't the fix substantially affect them? If the fix is so small as to be negligible why even bother with it? Clearly the MG42s imbalance is also negligible if the fix is. In: COH2 Balance |
Thread: Motherland HMGs rework3 Mar 2019, 10:28 AM
How about: DsHK is default HMG. Penals and DsHK swap tech position. Now there are two distinct styles of early game play for soviets. T1 play is now conscript based with access to all the major AI units thereby soft buffing the long term viability of conscripts. The army trades well if you manage your support units effectively, but conscripts are still the same. DsHK and AT nades are used to hold off light vehicles, but you're vulnerable to mediums if you can't exploit the early map advantage conscripts tend to buy. T2 is more of a late game focused army at the cost of early game power. You get access to penals which as we know scale well into the late game, but they come 10 fuel later so you're probably building at least one conscript squad. The good news is you have access to both the mortar and Zis gun. Both conscript upgrades are skippable as you've got tools for dislodging dug in enemies, and plenty of AT. Due to all the AT available extended T3 play is now an option if you're stuck on the back foot. Maxim is a commander only unit. It gets a price reduction so that you can have glorious spam games, but is hamstrung by an overall weak commander. In: COH2 Balance |
Thread: Conscript Utility20 Feb 2019, 04:09 AM
Nah it's not. Like I said I'm a bit rusty on my math. Intuitively I know that higher accuracy units are more affected by accuracy modifiers. High ROF units tend to have lower accuracy and aren't as affected. I don't remember enough of my math to explain why, but I think it's due to the asymptotic behavior of 1/x. Either that or some geometric/ trignometric bullshittery. IDK exactly, and I'm driving myself mad trying to remember. Because I can't explain this as well as I want to I went ahead and fired up cheat mod.
Thank you for mentioning this btw. I thought I was going crazy until I realized my first trials were too close. First I did 10 trials of panzer grens vs conscripts. 5 in cover 5 in open ground. 15 of the 20 pgrens that fought in equal green cover remained. 12 of the 20 pgrens that fought in equal open cover remained. 15% difference in favor of equal green cover https://imgur.com/TuSqGT4 After doing these trials, and then re-reading the thread I realized pgrens have focus fire= false, and I didn't want that spoiling everything. I did my next trials with Obers and thompson rangers. Picked due to the accuracy disparity, and the focus fire = true on thompsons. A total of 30 trials. 10 in open, 10 in green, 10 in yellow. From the open cover fights: 22/40 obers remain. Rangers lost all fights. https://imgur.com/tTmrbAE From the green cover fights: 21/40 obers remain. Rangers won one fight with 2 models remaining. https://imgur.com/l7QzyGS So the damage reduction from green cover tends to hide the disparate effects on accuracy. This is most likely why the devs chose to do damage reduction instead of yet another accuracy multiplier. We should expect to find the largest difference in yellow cover, and we do! From the yellow cover fights: 18/40 obers remain. Rangers won one fight with 2 models remaining. https://imgur.com/dqxBlvh From these trials there's a 10% better performance from Thompson rangers fighting obers in equal yellow cover than in equal open cover. 2.5% in equal green cover. Keep in mind I hand selected these two units for the largest accuracy difference I could find. Most units won't experience such a large difference as their accuracy stats tend to be fairly close. With all that done and said: no it's not a simple %dmg reduction. In: COH2 Balance |
Thread: Conscript Utility18 Feb 2019, 23:15 PM
You can use simple operations to get a pretty good approximation of what squad wins and all, but the game itself isn't continuous single variable math. Models are discrete entities. Damage is discrete. Accurate modeling involves Riemann sums. Simple equations aren't going to account for left and right shifting. E.g. 20 damage done to a model won't change the squad DPS one bit, nor will 80 damage spread out over 2 models, but 80 damage against one model will. Damage between squads also requires systems of equations for accurate representations. I'm way to rusty on my math to explain all of it, but no it's not as simple as an x% reduction. In: COH2 Balance |
Thread: Conscript Utility18 Feb 2019, 14:40 PM
1. I don't recall mass RE's or even the Para's with LMGs being particularly cancerous. 2-4. So basically a conscript blob is going to march right up to your infantry, build a piece of cover for all of them mid combat? Even if this does happen guess what. You can walk away. 5. All the animations are already there. On top of being a cool gimmick it should also cut all the conscript and maxim whining in half. In: COH2 Balance |
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