I really like the more cautious approach to this patch; a lot of small changes, rather than massive buff/nerfs affecting 5+ stats. If we can get more subsequent patches like this, it'll really help with fine tuning the game.
With that said, some of the changes stand out as "really strange" to me. I'll do a more detailed list in the faction specific threads covering the actual buffs/nerfs, but these changes seemed odd to me:
OKW
Sturm Offizier - what's the point of this unit? The buff aura made sense, although the retreat issue was annoying. Now it's just another squad, but it can't get upgrades?
UKF
Churchill Mk.VII - the pop cost wasn't the issue, it was the armor, as others have pointed out. +2 pop won't really change anything the unit's performance.
USF
M36 'Jackson' - +5 fuel isn't going to change/fix the problem.
OST
No panther changes?
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Post History of Doomlord52
Thread: September Balance Patch preview [SPBP] - general discussion14 Aug 2019, 21:36 PM
In: COH2 Balance |
Thread: 70 ammo for just 1 Panzerschreck still, Why?13 Aug 2019, 17:20 PM
That is true. It is something that they should too also fix. Make it the same price or somewhat cheaper than the MG42. That needs some fixing also. A single M1919 makes Rifles better by 14-20% at max range (35), and that increases the closer you get. That's why they're more expensive (and doc-locked). I would keep them this way.
This makes a lot of sense. The single shreck is really strange because it gives incredibly high alpha damage, but very low effective DPS. Replacing it with 1 or 2 PTRS' would fix a lot; less powerful late-game AT, more consistent early game AT. In: COH2 Balance |
Thread: Riflemen need a buff or Volks need a nerf?12 Aug 2019, 20:53 PM
+1 for this idea. Mainline infantry shouldn't be able to build stuff unless it's granted via doc choice. Yes, that does end up giving SturmPios another thing to do, but I think it would help the overall balance. In: COH2 Balance |
Thread: What do you think about giving the USF AAHT smoke?11 Aug 2019, 22:44 PM
The Flak HT vs AAHT matchup is interesting. On the one hand, the Flak HT gets smoke and 360-degree firing, but on the other, the AAHT can fire on the movie / has no setup time. I don't think it needs smoke, but the awkward reverse-movement thing could use some adjustment. In: COH2 Balance |
Thread: Can we fix riflenade?11 Aug 2019, 05:59 AM
On top of that, can we normalize/fix the damage? Sometimes it lands right in the middle of a packed squad, and only drops the squad to 50-60% hp (no model losses), other times it wipes almost everything, and leaves the remaining 1-2 models at 5%. In: COH2 Bugs |
Thread: Riflemen need a buff or Volks need a nerf?11 Aug 2019, 00:52 AM
And what about vet3? You didn't account for Received Accuracy in those calculations. (320hp / 0.7ra)/21.755dps = 457.14hp/21.755dps = 21.01 sec (400hp / 0.64ra)/23.695 = 625hp/23.695dps = 26.37 sec Difference = 20.32% So it's actually above your cost-difference numbers. Given the fact that 1 vet is bad for the rifleman Vet 1 for Grens is medpacks, and those don't work in combat (and are, in general, awful). Given the fact that the target size is very poor 0.97 vs 0.91. No, I actually missed that. Thanks for pointing it out. Factoring in Gren's 0.91ra and Rifle's 0.97ra: That's a difference of 13.9%, if we're keeping track. This speaks of large losses at an early stage of the game, That doesn't make sense, though. In combat, rifles win at every range with the M1919, and by a significant amount, and we're not even accounting for DPS loss due to model loss. On top of that, the reinforce costs for Grens are actually higher; so they're losing more AND paying more. and the grenadiers, due to cheap and quick access to mg34, As for unlocking the LMG42, it's behind BP1, which is 100mp/40f, compared to weapon racks at 150mp/15f. Yes, BP1 also gives you access to PGrens and T2, but weapon racks allows you to equip anything on any unit can be much more effective. Not according to the math we did above. So the grenadiers gain vet faster. And only on the 3rd Vete, there is a chance to win. Because vet 3 Grens - 0,7 target size, Rifle - 0,64. I have yet to see or find Gren vs. Riflemen vet bonuses, but at vet 3, rifles win percentage actually increases from 13.9% to 20.32%. I'll have to run the numbers with double bars some time, but I'd guess that it just increases their win percentage at medium/close range. Grenadiers are in a better position. Especially when at the beginning of the game they are covered by the best mg42 in the game. Grens are in a decent position right now. Not amazing, but not terrible. I would call them 'borderline ok'. However, buffing rifles will push them over that edge into the 'terrible section. And yea, the math doesn't explain that - that wasn't the intention. The game has a TON of other factors to consider. As others have said, in tournament play, the game just happens to favor Sov/UKF. This is mainly partly due to map choices, but also simply due to flexibility. USF is an extremely strange "one trick" faction right now; but buffing the good units won't change that. That said, the stats do show that up until the previous major patch, USF had the highest win rate in most game modes at the highest skill brackets. In: COH2 Balance |
Thread: Riflemen need a buff or Volks need a nerf?10 Aug 2019, 21:53 PM
they have 0.91 but rifle have 0.97 pretty much even if we hard trslate it in 6% less dps for rifle it would still be rifle advantage No, I actually missed that. Thanks for pointing it out. Factoring in Gren's 0.91ra and Rifle's 0.97ra: (400hp / 0.97ra)/15.71dps = 412.37hp/15.71dps = 26.25sec (320hp / 0.91ra)/15.56dps = 351.65hp/15.56dps = 22.60sec Rifles still win, but by about 5% less. It also assumes for exactly even damage spread across all models, so it's not a perfect calculation, either. I could factor in model loss, but it would probably be more effort than actually just testing it in-game. It might be worth while making a formula, though, for quick iteration. Send me a video where the grenadiers against rifleman with lmg. Without a vet and with a vet. Also consider veteran requirements. Who gets the vet faster? You can easily test this yourself. LMG42 grens vs. M1919 Rifles, vet 0, neutral cover, at near-maximum range results in rifles winning by a fair bit (3-4 models). With vet, it should fall slightly further into Rifle's favor. Vet 3 vs. Vet 3, Rifles gain -38% ra vs. Grens - 23%, +30% accuracy vs. Grens +40%, and -20% weapon cooldown (which grens don't get at all). I have no idea on the actual vet numbers though; I can't seem to find those. In: COH2 Balance |
Thread: Riflemen need a buff or Volks need a nerf?10 Aug 2019, 20:15 PM
worst support weapons : While the M34 point is right, the other two have significant downsides. The LeiG is significantly worse than the Pack Howie, so that's not really a fair comparison, and while the Raketten can cloak and retreat, it also has much less range, and a tendency to miss / hit the ground. In: COH2 Balance |
Thread: Riflemen need a buff or Volks need a nerf?10 Aug 2019, 20:11 PM
But when the grenadiers (240 mp and lmg 60 muni) and the Riflemans (280 and doctrine lmg 70 muni) meet against each other, the grenadiers more often win. No? At maximum range (35), the Rifle's Garand has ~1.7dps, the M1919 has 8.76dps 4 x 1.7 + 8.76 = 15.56dps at 35 range At maximum range (35), the Gren's K98k has ~2.26dps, the LGM42 has 8.93dps 3 x 2.26 + 8.93 = 15.71dps at 35 range Riflemen have 5x 80hp, or a 400hp effective pool Grens have 4x 80hp, or a 320hp effective pool 400hp/15.71dps = 25.4sec 320/15.56dps = 20.6sec Rifles at max range w/ M1919 are 19% stronger than Grens w/ LMG42. This doesn't take into account that for each model lost, grens lose 33% of their K98k damage, vs. 25% for Rifle's Garand. Also note that this becomes more in favor of Rifles the closer you get: The LMG42 stays around 0.2-0.3dps ahead at all ranges, but the 4x Garands fill in that DPS difference at range 25. On top of that, Rifle's have far, far better vet bonuses. In: COH2 Balance |
Thread: Riflemen need a buff or Volks need a nerf?10 Aug 2019, 19:39 PM
Axis players are just fun. There's some pretty good reasons as to why they're like that, but you seem to have missed those posts. And nobody actually "wants" 2x LMGs on grens, it would be fun, but horrendously overpowered. There's a difference between 'silly fun' and 'actual balance suggestions'. In: COH2 Balance |
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