Conscripts: Remove all combat bonuses (but not xp gain) from 7 man upgrade, make it a global upgrade from HQ for about 40 fuel after T4 is built.
Tier 1: I’d like to see T1 as an optional addition to the normal meta rather than an either or scenario.
T70: raise fuel cost by 10
SU76: Free barrage, but all su76 on the map share a global cooldown. Increase rotation speed by 10%.
T34/76: Increase penetration by 10 at all ranges.
Penals: Increase price to 340mp, give back flamethrower.
M3A1: Increase build time.
Maxim: Double build time, increase cost to 300mp, make it a competent MG that does its job.
Profile of T.R. Stormjäger
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Broadcast: https://www.twitch.tv/stormjager_live
Steam: 76561198021567998
Nationality:
Greece
Broadcast: https://www.twitch.tv/stormjager_live
Steam: 76561198021567998
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Post History of T.R. Stormjäger
Thread: State of the Soviets4 Dec 2019, 19:36 PM
In: COH2 Balance |
Thread: The UKF solution4 Dec 2019, 19:20 PM
Indeed there are holes, but people acting like the ukf has nothing but trash are either idiots or have an agenda. Now let’s see what UKF has that Ostheer doesn’t. 60 range high pen TD Sturmtiger, but actually good Satchels on infantry with hammer Heavy engineers with anvil Light AT vehicle to contain LV play Command vehicle to boost DPS of everything around it 5 man mainline inf with double LMGs In: COH2 Balance |
Thread: The UKF solution4 Dec 2019, 17:14 PM
In: COH2 Balance |
Thread: Can we get rid of Bayeux?4 Dec 2019, 15:04 PM
Arnhem is a bit better after the revamp, but still the weakest map in the rotation after Glider. Lost Glider is garbage. I’ve played 50 1v1s there and I can’t wait for it to be removed. In: COH2 Balance |
Thread: Can we get rid of Bayeux?4 Dec 2019, 14:54 PM
Arnhem and Lost Glider need to be removed before any discussion about other maps. In: COH2 Balance |
Thread: How to make airborne guards better?4 Dec 2019, 11:53 AM
... Here’s a tip, you’re arguing why airborne guards should be buffed in reply to a post that explains why giving them the ability button would lead to huge issues. In: Lobby |
Thread: How to make airborne guards better?4 Dec 2019, 11:51 AM
Exactly, you don’t get it. Keep asking for buffs, but there will be no button ability added. In: Lobby |
Thread: How to make airborne guards better?4 Dec 2019, 02:56 AM
You don’t even understand what I just said. In your mind guards are a unit that needs buffs and any idea you hear is good. Meanwhile at high level play rocket strafes are quite cancerous and can delete your armour easily if you get caught by a mine, snare or T34 ram. The button suggestion, which would make guards the only squad with button and just LMGs, would make deleting armour with rocket strafe way easier, as competent players would button, then snare/ram and then rocket strafe. In: Lobby |
Thread: Stats from the WCS 20193 Dec 2019, 20:42 PM
... Well ideally I’d like the Su76 to get free barrages back at the cost of even more pen and damage, which imo would lead to it receiving an actual role to fill. People would say that this would lead to mass su76 barraging, but this can be solved by all su76s sharing a global cooldown for barrages. I do agree about casemates and the Firefly which are defense focused needing different attributes to the offensively minded Panther and Jackson, so I would agree if they were balanced differently, trading range and pen for accuracy on the move, mobility and HP. In: Lobby |
Thread: Stats from the WCS 20193 Dec 2019, 20:29 PM
Another solution would be to give a huge cooldown to call in heavy tanks, of about 10 minutes after your heavy is decrewed or destroyed, so that losing a heavy doesn’t mean you can immediately replace it with another one. CP requirements should then be increased to 12-14 CP and possibly price increased. TDs could then be balanced to 55 range with cost increase, and medium tanks could get smaller target sizes. This way everyone has a defined role: Heavy tanks: Expensive and very late to arrive, very durable and strong vs infantry and armour, but low mobility and availability Medium tank destroyers: Premium accuracy and pen at a high cost, meant to zone out enemy armour from range Medium tanks: Low target size but low armour, mobile and can work well vs infantry and work the flanks Light TDs: Premium 60 range, low pen, high rof, can function in multiple roles (Su76 barrage, Puma aimed shot and recon, AEC tread shot and command vehicle) In: Lobby |
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