For instance a TD has lower pop than tank although its gun is superior in AT than tanks.
The only units where this is true is the SU76, the StuG and that's probably it? All others have higher POP than even a medium tank.
Brummbar has higher population than any infantry unit. Main lines have roughly the same population as team weapons. All this does not fit into balancing POP towards role, only towards the strength of the unit.
Or certain artillery unit has high pop so that they will not get spammed and abused. Some goes for emplacements.
Which means that the unit is strong (high power level), so it needs high POP.
In sort imo pop can be used for a number of reason including balancing unit and preventing spamming. That imo was the case with Churchill who although not extremely powerful become an issue once produced in numbers. Thus is got one of the highest pop for stock units although not reflect in its price/power. (Actually it could see a small reduction in pop 1-2).
High power level in groups of two still means high power. That's why the pop is high. To make spamming harder and create holes in your line up. That's also why heavies got limited to one, because two of them were gg and the only way to prevent this is to put a hefty POP price on them. |
Counterattack Tactics is really good in 2vs2. B4, Shocks, FMR and recon on top of the Kv-1. Its kinda hilarious. The only bad commander is Conscript support. And thats cause there are 3 dogshit abilities in it. Only the old Tiger ace could make this thing viable .
The Kv-1 has 14 popcap and costs 420 mp and 145 fuel. Pretty similar to P4J. But it has the defensive stats of the P5 not the P4. Sure its gun is slightly weaker, but it can threaten medium tanks. Ofc its not on P5 lvl, but something like 450 mp/150 fuel and 15/16 (Panther has 18) popcap seems more reasonable.
Maybe I should try that one more often then. I have rarely seen people play it (well), but this obviously depends on game rank.
Regarding the changes: My point is to with with either EHP reduction OR population increase, not both at the same time which could screw the unit and associated commanders over.
The KV1 has great defensive stats but the worst all purpose gun they could find. That's why it has always been in a weird state.
Can someone explain to me why the Kv-1 can survive 3 Pak43 shots? I thought 20% dmg reduction means, that it gets 960 effective HP. But thats not how it is ingame. The classic tank destroyer like Panther, JP4 or Jackson does 160 dmg per penetration shot. 160*0,8=128. 128*6 is 768 though. Thats below 800HP. So the Kv-1 can survive 7 instead of 6 shots. Thats on par with Tiger, IS-2 or ISU. On top of that you get 2 bonus armor bulletins to push your armor next to 300. I didnt test it with vet 1 active, cause the result could scare the puplic.
Was this intended? I always thought it has 960 HP like Panther or Pershing.
Because it has 1000 effective HP, not 960. It survives with a slither of health
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Tracking should be removed. Period.
If it's "not a problem, because it's a rare occurrence" then it's not a problem for it to be removed.
If it is a problem. Keeping it in the game IS a problem.
Can anyone really disagree with that?
That's exactly the type of response I was pointing out:
You are completely mixing up defending something with putting it into perspective.
Why I think this appears often. I have two videos. One showing a live game where this happened and the second showcasing a entirely possible live scenario. Also just from playing the game and being a bit dumbfounded as to why my units were being attacked AFTER I moved them. And on top of that countless replies of other players experiencing the same. Bearing in mind. This also applies to a retreating mortar team. An example would be retreating to a forward HQ. The leFH will track that mortar team back to the HQ.
I cancel my barrages all the time. Missing my shot, seeing an enemy on it's way, miss click, start the cooldown sooner etc.
I don't feel that "what usually happens anyway is X" is a valid reasoning for not fixing a possible bug.
Valid points. Maybe I am underestimating it, might be. However even in retrospective I did not have the impression that my units are being tracked often or more so getting damage because of it. |
Imo it is both. A TD which is a specialized unit and counter tanks should lower pop than main battle tank that can be both AI and AT, but we are drifting of topic a bit.
Population is there to "budget" which units you can fit into your army. That's the only purpose. That's why all heavies cost around the same map regardless of role and the PWerfer costs as much as a P4 despite having completely different roles.
Ideally firstly the unit will balance according to what it is facing and then the commander according to rest of commander of the faction so that the majority of them is at about the same level increases the number of meta commanders.
I agree. That would be the ideal case.
But as I laid out already, while the KV1 is certainly too strong, it does not completely break the balance. There are a lot of players that chose other meta commanders over Guard Rifle Combined, despite this commander bringing 3-4 good abilities to the table. I don't think Soviets have so many problematic commanders that KV1 does not get picked anymore.
The KV1 needs a nerf, but it is past the stage of multiple strong nerfs. The last changes it got was that it got buffed until people deemed it okay. It then got an indirect buff through repairs, meaning we need to revert a initial buff or apply a nerf. It is unlikely that this suddenly breaks the game so much that multiple decent nerfs are due. |
As far as I understand pop is both related to role and power.
It's only related to power. Or ideally it should be at least.
KV-1 have seen allot of action lately and having commander that that are "slightly too strong" than the rest imo is worse since once risk make 18 commanders less attractive.
With that reasoning you can nerf every single commander ability because the majority of commanders does not have it.
It also only applies if we assume the other 18 commanders are balanced, which won't be the case. We should hope and aim for having as many commanders as possible in an "acceptable window". The KV1 is a defining unit of all three commanders, nerfing the KV1 too much does not make 18 other commanders more desirable, it just decreases the maximum amount of acceptable commanders we can get in the best case scenario to 18.
Obviously if it stays too strong it is bad too, but personally I see Soviets players play commanders outside of the KV1. And the only doctrine that is regularly played is Guard Rifle Combined, which indicates that the KV1 is not so OP that it were worth picking a commander for it alone. Therefore we don't need the big double hammer to nerf it down and I'd rather go step by step. Which also makes other changes to these commanders much more predictable. |
Yes they have different roles KV-1 is closer to Churchill that has a pop of 19.
14 is simply to low for such a unit, increase it 16 make sense.
There might not be another patch.
The damage reduction is simply not enough.
So then those two tanks should not be compared in such a general manner.
A pop adjustment could work too, but for me the fact that we might not get a second larger patch works exactly the other way around: We currently have the KV1 in 3 commanders, two of which are far from meta (one gladly due to the B4). If we nerf the KV1 too much and can't patch it back up, these three commanders are basically gone. I'd rather nerf the KV1 from "too strong" to "slightly too strong" and keep three commanders viable instead of nerfing it to potentially UP and kick out three commanders forever. |
KV-1 has the same pop as Pz IV J although it superior and heavy tank. It should become inline with other heavy tanks like Churchill and have its pop increases.
16 would probably be enough.
The KV1 and P4 have different roles. The KV1 is less mobile and will basically never be able to flank a heavier tank. It also has a way larger target size. They excel in different situations.
The KV1 is slightly too strong but I'd rather wait for the received damage nerf and see if we need something from there. |
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I thought your main point was that you wanted to post exploiters here because you think reporting does not help. So by posting them you could at least make people aware if they get matched with them. And in that case it really does not help because everyone can see they are exploiting on the loading screen already (in contrast to a maphack or other cheat that you won't find out about until long into the game).
It wasn't clear to me that your main issue is the family sharing, I assumed you just wanted to give an explanation how they do it. But yes, I am with you on this one. The free give aways that CoH2 had certainly did not help either. |
It doesn't matter as long as they can create alt accounts based on their main account, thus benefiting their family library share. Just look how many times they changed names.
But then what is the point of posting?
It's not like that is a hidden hack so that players find out 30 min into the game that they never had a chance. Everyone can see on the loading screen already and then drop from the game. Knowing about their steam ID before hand does not help.
I thought you wanted to report them and that's why you posted. |
Best is to save the replay to secure it, then report the players to Relic. This is an old bug that some unfortunately exploit.
https://community.companyofheroes.com/discussion/246442/player-reporting-guidelines |