Over-all, I'd say balance is pretty good right now. There aren't any units (that I can think of) that are OP/UP, and there doesn't seem to be a "meta commander" for each faction (yet), which is a nice change.
Baring massive faction re-works that are exceedingly unlikely (i.e. UKF brit cover 'bonus' system, USF/OKW tech tree), I really don't see that much being changed in a drastic manner. We're likely going to be getting minor "+/- 5%" type changes or 'consistency' changes; like fixing the inconsistent off-map friendly fire damage values or bringing units "in line" with core design ideas (Churchill rear armor).
With that said, I do think that the majority of "balance" issues are now within the maps themselves. IMO, there just aren't that many "good" maps, and I find myself using the exact same veto list I've been using for years.
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Post History of Doomlord52
Thread: So where are we on Balance?28 Sep 2019, 05:43 AM
In: COH2 Balance |
Thread: Brummbar too potent against mediums28 Sep 2019, 05:06 AM
Yes, it does have higher pen than a T34/76 (+20 at all ranges), but its' projectile is also incredibly slow moving; the chances of a direct hit vs. a moving vehicle is very low (unless using attack-ground, but then it's a skill-shot). I can't really think of a situation in which the higher pen would make it over-performing? As for the 105-sherman having low pen; I'm really not sure why it's that low. Possibly because it has a turret and higher RoF? In: COH2 Balance |
Thread: Random faction choice for matchmaking23 Sep 2019, 20:42 PM
This suggestion would lose out on one of the main benefits of queueing random - decreased queue times. With random, you can match into an either an axis or allied player -whichever matchmaker needs. With your proposed implementation, you can only match into one of the two. I hadn't considered that. I don't find queue times all that long, so I didn't think that was a factor. I suppose it could check which side has fewer players in queue, and simply select a random faction (still hidden) on that side. In any event, my suggestion is only for a 'lazy' implementation that requires no changes to the MM-system or other server-side code. In: Lobby |
Thread: Random faction choice for matchmaking23 Sep 2019, 20:17 PM
Well, you could do it the lazy way. 1. Select the "random" faction (new 6th faction icon) 2. Your player card is covered with dice or something (doesn't matter what, just hide it) 3. The game has actually picked a faction now (client side), and is using whatever loadout you have as default for that faction (i.e. the one that's selected when you switch manually). 4. Queue as that faction True "random" faction selection (like in SC2) doesn't really make sense in CoH2. There are no mixed teams (you're always the opposite faction-side of the other team), there's no "random start" locations to scout, and build orders aren't hyper optimized to the point where you can win/lose a game before seeing a single enemy unit. This 'lazy' solution fixes the problem of you not deciding what team to play as with minimal effort from devs. It also wouldn't be hard to expand it to arranged teams (just cover everyone's cards). Also, if it was implemented as a new faction, in theory, they could replace the loading screen player card with a 'dice' card as well; creating some sense of 'random selection' for other players as well. In: Lobby |
Thread: Fallschirmjäger is very OP!21 Sep 2019, 23:44 PM
- increase vet requirement by 20% This, combined with removing faust. The AI performance would actually be pretty justified with those changes. In: COH2 Balance |
Thread: How are Infantrysections since patch?21 Sep 2019, 20:59 PM
They're in a pretty good place right now. Long range DPS with double brens might be slightly on the strong side (when blobbed...), but it's in a good enough place where I'm impartial to a nerf (maybe a ~10% nerf at long?). That said, I think there's still room for improvement, but not without a serious redesign, as others have said. They're just such a bizarre unit with so many 'unusual' abilities. Ideally, this is what I would like to see, in terms of a redesign:
In: COH2 Balance |
Thread: Suppression mechanic: How does it REALLY works ?20 Sep 2019, 21:46 PM
Test 4: 4- If hits is only what matters to apply AoE suppression, then at 100% accuracy, it should be applying it constantly which is not happening on test. Well, there goes everything. The only thing I can think of is that the non-AoE suppression is being applied as suppression to other squads somehow (rather than just the Aoe Component) - I'm just not sure on what numbers it's using to do that (RA? Some kind of other magic number?). In: Lobby |
Thread: Suppression mechanic: How does it REALLY works ?19 Sep 2019, 02:39 AM
Guessing the formula used is going to be pretty hard; there's a TON of variables to consider. We might be able to get a good approximation, with enough work, but there will still (probably) be issues. That said, has anyone on the patch team asked if any dev knows (or can find) how it really works? That's probably the easiest (and best) way to go about this. Here's what I've found, using a similar setup to elchino7. "TestRangeMap" by Tric / Mr Smith (steam workshop) Two Con sandbag walls 20 "units" appart MG42 in Green cover, set to invulnerable Conscript squad in green cover, set to invulnerable Basically, the idea is to see what the suppression does at 20 range vs. green cover, without having to deal with damage numbers, squad sizes changing due to losses, etc. I also tested Vet 3 cons, due to their 0.71 received accuracy (vs 1.09 at vet 0), and found that they were suppressed after 9 bursts, rather than 6. This seems to indicated that suppression is influenced (to some degree) by received accuracy, since the 1.53x improvement to received accuracy followed a 1.5x increase in bursts required. When I tested this with combat engies, they had similar numbers: 4 models at 9 bursts, 2 models at 10 bursts, 1 model at 10 bursts. Combined with Elchino7's tests, it seems clear that a major influencing value is the number of models in a squad, NOT the percentage of a squad left. Another factor seems to be the MG's accuracy, as per elchino7's testing. Unfortunately, I can't really test this myself, since no stock suppressing unit has a veterancy bonus ONLY giving accuracy. Then there's the suppression recovery. I don't think the numbers given are correct, though. The problem with the 0.008 x 5 (green cover mult) = 0.04/second recovery speed is that squads would recover (on average) 0.0634 during the break between bursts, which is higher than the MG42's suppression burst of 0.038976. As Hannibal pointed out, that would mean suppressing a squad in green cover would be impossible (it is possible, though). From what I can tell, it also seems that the recovery is a constant reduction in suppression; so it applies itself every "tick" (who knows how fast that is?). There's also AoE Suppression, which may or may not apply to single squads as well (only 1 model is targeted, so AoE applies to the others), which may explain why larger squads suppress quicker, but doesn't line up (from what I've seen) with how AoE suppression works with other nearby squads. Lastly (I hope), there's "incremental accuracy", which no one seems to know anything about (how it works, how fast it increments)... In: Lobby |
Thread: Summerpatch Bugreport16 Sep 2019, 22:59 PM
The euhm.. Flamehetzer reload bulletin seems to have completely disappeared from the face of the earth. Interesting; it's still showing up for me (in inventory) at the time of this post. In: COH2 Balance |
Thread: Wehrboos, swap Panther for Jackson?31 Aug 2019, 18:20 PM
Yes, because it would be pretty funny. No, because it would be horrible for balance. nooooo please don't remove pather for jackson it wuill make ostehr up !1!!1111! It's not just this. While a spotting scoped, command-panthered, hull-downed Jackson would be a bit on the "crazy OP" side of things, there's also the fact that Axis has a better set of tools for dealing with medium/high armored units (i.e. the panther). There's the Pak40, Shrecks, JP4, and tons of heavy AT mines. The increased armor for the allied medium-TD (panther) really wouldn't help them at all, when combined with decreased range, RoF, and speed. Meanwhile, the Axis medium TD would be too fast to catch, and would out-range most allied units, short of other TDs. Basically, this would be terrible, because it would give the Jackson to the side that could exploit its strengths even more. /edit Hulldown + vet 5 command panther + vet 3 Jackson: Hull down: 1.25x range, 0.75 RD Vet 5 Command Panther: Vet 3 Jackson: +5 sight, +30% accuracy, -44% reload (combined vet 2 + 3), +30% pen End result 160 damage 75 range 40 sight +44% accuracy 2.06-2.34 reload (I might be slightly off on this one) 439.4 (close) to 371.8 (far) pen 853.3 eHP It could take a Churchill from 100% to 0%, frontally (100% chance to pen), in 19 seconds. It would be absurdly overpowered. /edit 2 Keep in mind, it would ALSO have smoke (panzer tac) AND the bonus from the P4 command tank (-20% RD). That would buff it to 1066 eHP(depending on if/how Command P5 + P4 stack). So basically (if my math is right), an OKW+OST team combo would have an incredibly, fast, accuracy, high RoF turreted-TD with smoke, that could ALSO hull down to become one of the strongest stationary TDs in the game. I kind of want to see someone make this a mod, just to see how insanely overpowered it would be (hull down and panzer tac don't currently work on the M36). In: COH2 Balance |
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