Looks good (especially bundle change). But we're still missing a change the the most worthless unit in the entire game: OKW Flak.
Both the OKW Flak and Ost Pak 43 should really have their crews made invulnerable like the brit versions.
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Post History of Doomlord52
Thread: Week 3 Update to the Balance Mod18 May 2016, 19:28 PM
In: COH2 Gameplay |
Thread: Royal Engineers are op17 May 2016, 06:20 AM
Maybe they are a little bit strong. Their vet3 50% cheaper reinforce is the biggest problem IMO -Reinforcement cost reduction at vet3 IS OP. Yes. RE's are completely fine (IMO) until they get that vet 3 reduced cost bonus. Then they become insane (good luck doubling your DPS). In: COH2 Balance |
Thread: Give US Snipers!17 May 2016, 06:16 AM
So a rifles 28 MP reinforce cost per model is that much better then right? Yes. Rifles are a larger squad (5 vs 4), cost less to reinforce (28 vs 30), use the same pop (7 each), have two default upgrade slots (vs 1), have a larger variety of upgrades available (AT, Close AI, Far AI), have access to smoke grenades, have FAR better vet, and can be healed and reinforced in the field via a mobile vehicle (Grens can only reinforce while mobile). That's just stats/abilities. Then there's the inherent effectiveness drop rates: 1 Gren mode = 25% 1 Rifle model = 20% That means that after losing 3 models, the gren squad is down to 25%hp/dps (and needs to retreat), while the rifles are at 40% (and cost 6 less MP to reinforce). Then there's the inherent problem of smaller squads getting insta-wiped by explosives (rifles have 20% extra models). If you do the math it's actually more expensive to fully reinforce a rifle squad then a gren squad Yes, to go from 1 rifle model to 5 costs 112 vs. going from 1 gren to 4 costs 90. But rifles have an extra model. At the same model cost, it would be 112 vs 120. but you're saying it's fine to MP drain US.....that doesn't make OST insanely overpowered? Yes, because USF isn't an inherently MP starved faction. Unlike grens, rifles are a mainline infantry that lasts the ENTIRE game. Try fighting vet 3 grens vs. vet 3 rifles; it's no contest - especially with upgraded weapons. Grens work well in early game, but you need to diversify; you'll want PGrens for AT roles, you might want assault grens for AI... But USF? Just keep building rifles. That vet helps those units all game, and they only get better as time goes on. Have you played US? Do you not know how you spend ALL your MP on reinforcing just 3 squads of rifles from sniper fire? US is HIGHLY underpowered with no late game whatsoever. Yes, you just need to rifle blob. Works at almost every skill level. If you get matched against someone good, just rifle spam and micro. That 1 sniper might be annoying, but you'll be doing insane amounts of damage against Ost's infantry at every single engagement. In: COH2 Balance |
Thread: Give US Snipers!17 May 2016, 05:27 AM
I am, however, not necessarily opposed to them adding a 2 or 3 CP Sniper to Recon Commander or something like that. Obviously it would be the main attraction of that commander and you'd never combine it with LMGs or a Pershing or something. Even then it would need to be limited to one at a time. Even mid game, being able to drop a gren squad to 2 models (even if there's 3 squads) is way too powerful. Only time it would be balanced is at late game, when you really don't need them that much (at least at most levels of play). In: COH2 Balance |
Thread: Give US Snipers!17 May 2016, 01:44 AM
Main reason? MP drain against OST would be insane. Grens are 4-man, 30mp per model squads, whereas USF squads are both bigger and less expensive; combined with rifles being better (and cheaper) than grens, giving them the ability to MP drain OST that hard would make USF insanely overpowered. In: COH2 Balance |
Thread: Ost Grenadier Squad Size Upgrade14 May 2016, 06:04 AM
size grade only can be balanced with lmg removal and increased RA Wat. The point is to increase late game survivability; not sure how nerfing grens into the ground early game (increased Reinf cost) and late game (no LMG) would accomplish that. Also size upgrades are already done by the brits with zero downsides. In: COH2 Balance |
Thread: Ost Grenadier Squad Size Upgrade14 May 2016, 05:58 AM
Idea of "increasing Ost squads survivability" is good, surely. But... if that will be done, I think, we will also need to get weapon upgrades for Conscripts, like DP-28s or SVTs or something like that. While I agree, the upgrade would need to be as late-game as the Ost gren upgrade, and would need to only just increase the squad firepower to match the HP increase on the grens. Since in theory we'd be seeing an 80hp increase (so, 25%), and that 25% HP would need to be split across the 6 cons DPS pool... we're looking at something like 4.2% DPS increase per model. Not really sure if that's upgrade worthy. P.S. Since we talk about squad increasing - I don't understand why 4 men tommy squad costs 280 MP, but 5 men suqad costs... 280 MP?My guess is it's because there's no system in place to handle a change in squad cost at production level. In: COH2 Balance |
Thread: How to ladder up?13 May 2016, 04:42 AM
w/l ratio doesn't even effect your rank (iirc); it's all about hidden ELO (pretty common for competative games). Basically, winning and losing games just change your ELO score: Winning vs. Much higher ranked players gives you a LOT of ELO points Losing vs. Much higher ranked players loses you very little (if any) Winning vs. equal players gives you a bit, losing loses a bit Winning vs. much lower ranked players gives you little (if anything) Losing vs. much lower ranked players loses you a lot. If you bought a new copy of the game (i.e. new account), you'd start at the default ELO rating, win a bunch vs. low-level players, and eventually play against people better than you - at which point you'd lose. Eventually you'd settle into a 50% win/loss ratio because that's how the system is DESIGNED to work. So congrats; you've hit exactly where you're supposed to be. Only the super elite get much above 50%, since most of the time they'll get matched with players worse than them (since they just aren't many/any better players). In: Lobby |
Thread: The mortar pit solutions suggested by the fans12 May 2016, 20:55 PM
None of these suggestions (in OP) really work, since the MPit will become completely useless. The point is to make it less "set and forget", and more skill oriented. My suggestion from a "patch wish-list" thread: Brit Mortar Emplacement You could even reduce it's auto-fire to less than normal mortars, since it has the brace/HP advantage; and you could still manually barrage further... In: COH2 Balance |
Thread: Patch Wishlist11 May 2016, 19:09 PM
Going to go with "noooo" to most of this, but also with some additions.
This could work, but honestly, I'd remove switching on all engies. When you pick minesweeper, it's a trade, not a straight upgrade. However, I'd adjust it so that vet can be gained from sweeping and repairing. JagdTiger You can't just straight nerf an insanely expensive TD unit; there needs to be a trade. I agree with most of your changes; currently range is a bit silly, speed upgrade is unnecessary, and barrage over-range is bad for gameplay. However, remember, this unit has one thing no other unit in the game has; Stun-Lock. If it gets flanked (especially now with reduced rear-armor), it's basically lost. If you want all these nerfs, then stun-lock needs to go. Also, just no to one-time use. Basically no other unit in the game has this, why should the JT? CmdPanther I agree with this. Vet 3-5 is kind of excessive; but you need a reason to get to vet 3-5 - normal vet just isn't good enough for a unit titled "command". I'd probably give it a passive sight bonus (rather than vet 5 when static) at vet 3, a "mark target" ability at vet 4, and a smoke-mortar call-in at vet 5 (with abilities costing muni). This way the unit still gets useful abilities as it vets that actually apply to its "command" status, but all these abilities are support focused. Bofors Agreed; also needs a received repair speed nerf, so you can't repair it from 10% to 100% in a single barrage cooldown. Schwer HQ No. The Flak is what makes the unit interesting; and also adds a very high risk-reward. You CAN put it somewhere aggressive, where the Flak will do a lot of damage, but it IS your T4 building - lose it and you fall back a LONG way. As is, brits can build their own FHQ (that self repairs) and use a Bofors to defend it (which has brace) for less than the cost of OKW T4. If it needs ANY nerf, just reduce its armor pen. Other than that, there's a ton of counters (AT guns, arty, mortars, etc.) that already work just fine. And yes, it needs to be that high in HP/Armor since it's literally a T4 building - there's a lot of risk there. On-map static artillery guns No. Part of the game is denying the possibility to re-crew stuff, hence why the AT guns need to be destructible by large arty. You could possible add to their HP (the weapon, not crew) so they don't get insta-wiped, but you can't just have a magic "only the next shot will get it" passive on everything. My Additions In: Lobby |
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