Incredibly stupid bug that I noticed but when you use the handbrake on the M5 it also causes the top gunner to hold fire.
Someone has to hold the Handbreak.
Posts: 1594
Thread: [Winter Balance Update] Bug Reporting11 Dec 2020, 17:14 PM
Incredibly stupid bug that I noticed but when you use the handbrake on the M5 it also causes the top gunner to hold fire. Someone has to hold the Handbreak. In: COH2 Balance |
Thread: Infantry, mortars and MGs: relationship and scaling. 10 Dec 2020, 22:10 PM
Well, no, I'd argue it was the Machine-gun that truly killed Mass Formation warfare, not cannon or mortar. Formation fighting coexisted with both for hundreds of years. It died due to developments in Machine-gun technology, and to a similar extent advancement in the accuracy of infantry small arms. In: COH2 Balance |
Thread: Infantry, mortars and MGs: relationship and scaling. 10 Dec 2020, 22:00 PM
It all doesn't bother me so much, I can accept that it's a game, and a lot of these abstractions are for the good of balance. I'd rather have a playable and fun/balanced game than one that tries too hard to be realistic at the expense of playability. I have just found that friends of mine can't quite think in the same way, and keep trying to 1v1 Panthers with Churchills with no support. EDIT: Really its consistency within the game itself that I'm more concerned with. AT guns inexplicably not being as effective against certain targets they "should be" effective against, for example. In: COH2 Balance |
Thread: [Winter Balance Update] SOV Feedback10 Dec 2020, 21:58 PM
This is pretty much the case currently with Penals being glass cannons and Conscipts having sandbags and 7th man upgrade. The patch tweaks Penals to make them less glass-y in the late game but I haven't tested them enough to comment on how they feel late game. I don't know if PTRS can really be classified as either offensive or defensive but balance wise I think it's better to put it on the more expensive squad to limit blob-ability and be a conscious choice. I'd also like to see something like Button replace satchel though I'd like more variety of abilities and let Guards keep their uniqueness. To some degree, but Penals being behind an extra building, and costing quite so much more than Conscripts, (And not scaling quite so well, particularly in terms of utility) causes them to be rather less viable as a "Mainline alternative", and more as a strange "shock unit" that they truly exist as now, which has limited them/their usage. The concept I had in mind would be to have them both be tier 0, both be approximately the same price, and both be similarly equipped weapons-wise, but diverge when it came to abilities and potential upgrades. I really would prefer they lost the PTRS upgrade, or Cons got it instead though, particularly if they did become the "Offensive" variation of mainline infantry. (But I still think tier 1 guards is the better solution). Both should have merge, incidentally. In: COH2 Balance |
Thread: Infantry, mortars and MGs: relationship and scaling. 10 Dec 2020, 21:06 PM
Exactly. There's a lot to be said for making things "make sense" for players. Honestly this same issue arises in a few friends of mine who i've tried to play CoH with, who can't even get over the fact that many units in CoH do not act in the way they "should" when compared to their IRL counterparts. One friend being very unhappy when he built a Firefly, and finding that it did not act as a medium tank, for example. This is rather a more extreme example than AT guns, but I thought it was an interesting anecdotal addition. In: COH2 Balance |
Thread: [Winter Balance Update] UKF Feedback10 Dec 2020, 21:04 PM
Talking about the medic upgrade specifically: I think that one should simply be done away with entirely. It's deprecated since the addition of nondoctrinal Medics (And that UKF get medics on their FA) On top of these two other options, the Medic upgrade is really far too powerful. Free, on-the-move AOE healing, with the only downside being that you can't also upgrade to a Pyro section. Other than that I agree with your post. Bolster could, instead of being a faction-upgrade, be a unit upgrade in the same way as Pyro (Or, as another example, the Conscript's 7man upgrade) The current design space is really not conducive to proper balancing. In: COH2 Balance |
Thread: Infantry, mortars and MGs: relationship and scaling. 10 Dec 2020, 19:52 PM
While possible, i don't think Relic nor the mod team likes to add target tables unless it's really needed at all. If recent tournaments have been anything to go by, what you actually buy an AT gun for is to kill enemy Sandbags. :^) I agree that target tables are a poor idea, though, they make things far less readable. There's no logic behind your AT gun being inexplicably worse against certain targets, and it doesn't "feel" right to people. In: COH2 Balance |
Thread: [Winter Balance Update] OST Feedback10 Dec 2020, 19:50 PM
When a buff to the StugG? It isnt? I admittedly haven't played much in a while, but I never found the STUG to be bad. Even with the nerf it still does very nice DPS vs enemy mediums, particularly for it's low price. (Plus it gets an MG, which is not hugely significant, but a nice bonus if you can afford it). The buff to HEAT is also welcome. It's certainly not competitive with allied TDs vs heavier armour, and assuming they can leverage their range they squash it flat in direct fights, but that's ostensibly what OST have the panther for. In: COH2 Balance |
Thread: [Winter Balance Update] UKF Feedback10 Dec 2020, 19:46 PM
I wish lelic would just allow the Balance team to do away with Bolster as it currently exists. It causes SO many problems and really doesn't add anything interesting to the faction other than "haha my squads all have an extra guy now ![]() Brens should be balanced more around single-upgrade performance, and prevent a second being purchased, squad upgrades need a MAJOR look at (I still think reworking the "Assault" officer as the vehicle for UKF infantry gimmicks would be an elegant choice, and would make it more usable in cases when you don't need an SMG squad. Make him the starter unit, with Enfields, and give HIM the ability to have powerful abilities. There are fewer concerns to be had when you can't spam him), and if Bolster could be done away with, Tommies could be given a more "normal" veterancy, to provide their scaling instead. Regarding Sandbags, Trenches, and the Mills Bomb/Grenade tech, I agree they cause issues, but I don't have specific suggestions to change them. In: COH2 Balance |
Thread: [Winter Balance Update] SOV Feedback10 Dec 2020, 19:37 PM
"Alternative mainlines" really need not directly follow the PF model of "Starts worse, becomes better late". There's room for two mainlines to provide "Different" strengths to an army, rather than one simply being "better" than the other. I could well see Penals being made to be a more "Aggressive" Mainline, and Conscripts being tweaked to be more "Defensive", for example. The specifics involved in this are debatable, but I really don't think there's cause to dismiss the concept out of hand. Given that PF are doctrinal, and Penals are stock, it's understandable that PF can appear to be more enticing than Volks, incidentally. I should like to see both Volks and PF changed a little, but that's outside the scope of the "Soviet" thread. EDIT: I also still think Penals as the "AT" unit in T1 should be replaced with a Guards unit of some variety. Guard's utility abilities (Button, for example) help make up for PTRS' somewhat lacklustre performance in AT terms far more elegantly than the AT satchel does. In: COH2 Balance |