If spamming is a problem, then POP increase is the best way to balance. Cost changes usually just screw up balance for all modes, POP is usually not that much of a big factor in smaller modes when spamming one unit is not viable.
But then again I think we should not balance the game to 4v4. There is so much variability in these games and they depend more on how competent your team mates are (also at blobbing together) than on how good a single unit is. The game is a weird arty-blob party in this mode, and if you don't want that you're probably better off just playing 2v2 or 3v3. |
These forward trucks are one of the last real faction features that OKW has, I would not remove it. Otherwise the whole thing could almost just become an upgrade for T0.
It works well in team games. If there are issues with some few maps, then that's a map design issue. |
Overall good changes.
I am not sure about how the Hetzer (which is still decent in urban team maps and hard to deal with without a tank) and the JP4 (exceptionally strong for its timing) changes would work out, but I this would probably more be an issue of moving the exact split between T3 and uprgrade +/-10 fuel to the most appropriate spot. |
To be honest I always hoped there would be a mod to play a CoH2 from some years ago. Not just to see how much has improved/changed over time, but also some slight nostalgia. The game was way more "brutal" (in the sense that I remember mortars knocking out entire repair crews in an instant) and RNG back then, which is obviously bad for esports. But some aspects made the CoH2 back then also very beautiful to play.
I prefer the current state of the game over the states I have seen in the last years, but this doesn't mean that it would not be fun to just jump into an old version and play that. |
Maybe that was the reason why the mini-patch hit right in between tournament week ends.
Is someone of the balance team allowed (assuming they even know) to talk about if or how CoH2 updates will be delivered from now onwards?
I think we can be happy that although CoH2 balance is not perfect, at least all factions are more or less playable with good fun. Thanks to the balance team and to Andy for that. |
Although I don't like splitting tech costs too much, I agree that the T3 cost split would be more benefitial. It could also give the mobilized reserves upgrade a better spot, because in its current form it is just not worth getting it at T3. However I don't want this discussion to be about mobilized reserves, since this would have even more implications to Conscript balance.
The cost split has already been proposed in a thread some weeks ago. I don't know if balance team has picked up on this, if they threw it over board or if it is on the list of things to test. But since it has already been made, I just wanted to throw in another idea that could at least improve some issues in case we will not see a cost split. |
Make it available from the HQ and unlockable with T3 (as it is) OR with T1 AND T2 built.
I doubt though that this would solve something. It does not change the timing or costs, and SOV never lose their T3 building anyway. |
It actually kills the Ostheer ones. It was quite popular when skipping Ost T2 was the meta because it can shut down AT Panzergrenadiers.
This might be, but the M5 is not build as a "251-killer". The 251 got a mine and a healing utility buff to become more viable, it also has a better window of opportunity by coming at the 5 min mark and therefore having 4-5 min before the T70 arrives. The M5 enters the field when OST already has a LV (potentially 222) or OKW is building a Luchs/Puma. But it also has no other utility than reinforcing. You only buy it if you want to upgrade it anyway, and the reinforcement scales much better into the late game if you don't want an AA vehicle. |
Just gonna pitch the short idea I just head:
The Soviet M5 halftrack was supposed to be the counterpart to OST's 251 by allowing SOV to set up a forward "base".
Currently, nobody builds it though, because it offers nothing to the table. It comes fairly late at 7-8 minutes and is countered easily by all Axis LVs, the PaK/Raketen and can also be easily fausted. The stock version doesn't do much damage as well, so it's only purpose is to reinforce which is not crucial for Soviets at this stage. Then there is the option to upgrade it with the anti air package that costs an horrendous amount of muni for a vehicle that is already outdated by the time this upgrade finishes. Also, there is no going back to use it as a utility vehicle again. It stays a DPM machine, and a quite shitty one at that (at least for the late game). The only time I every bought it was as late game anti air. This is also what I saw from opponents: it's bought as anti air, if at all.
All vehicles in the Soviet T3 have a hard time to compete with the T70. Still, I propose the following change:
1. The M5 enters the field as the upgraded version. Bump up the costs slightly in exchange (+5 fuel or + 50 MP or something)
2. Add a free "upgrade" that dismantles the Quad upgrade.
This would improve the timing issue (although not solve it, also depends on the cost adjustment), readjust the high cost for the Quad upgrade, and give it optional late game possibilities if you want to have a forward base as Soviets. Everyone that wants to have it as late game AA can still buy it, and if you want the usually better scaling "utility" of LVs for the late game, just dismantle Quad and get your reinforcement point back.
I still doubt that it will become a decent choice over the T70, but it might give it at least some functionality back. |
At least I can admit when I'm wrong, but it doesn't help Cohstats has outdated values.
What I will demonstrate is the lack of replays proving ISU one shots in the thread. But obviously I'm number one on the personal attacks. So leave it to PM if you have a problem with me PLS
The CoHDB stats page also shows 110 rear armor for the Elefant and 120 near pen for the T34. Additionally there is an updated version by GabrielSerealia plus MMX provided a very large Excel sheet containing lots of vehicle and other data.
It cannot be neglected though that the T34 is still 30/50 fuel cheaper than the P4, so if it performs worse than more expensive tanks it should not be surprising unless there is a special balance reason that it should perform better against that special target.
|