
Profile of Blovski
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Thread: P-IV command tank recrew5 Oct 2013, 20:39 PM
I recrewed my own P-IV command tank that had gotten abandoned earlier, and found it had turned into a regular P-IV. Entertaining bug at least. Don't know if it still had the command tank gun because I lost it very quickly but it had definitely lost the aura. In: COH2 Bugs |
Thread: IS-2 a viable option?5 Oct 2013, 20:35 PM
Exactly. |
Thread: Some ongoing gameplay issues and bugs5 Oct 2013, 19:55 PM
Thanks for the posts, guys ![]() @Appleseed, yeah, but the chance to not damage a tank is based on armour, so you have some level of control/ability to make predictions over it. The chance for a heavy engine critical seems to be purely random. @Strumming, I had a dim moment and meant I think RHS is favoured with Kharkov. I think it's about the cut-off. One's surrounded by shotblockers, one by green cover. And it also feels much easier to get to, no clue why. It is a really fun map to play, and I think I haven't really played enough to know if it's actually imbalanced or just needs me to approach the map differently. My objection with the snipers for the Ostheer is that while I've managed to get good use out of it, there's a pattern of about 10 minutes of extreme micromanagement of a sniper to get 20-30ish kills followed by him dying instantly to something unpredictable the Soviet sniper team would survive every time. I think making him 80hp would allow the Ostheer sniper to be just a tiny bit more forgiving and more of a problem. The difference in sniper micro required by the two sides is hugely in favour of the Soviets right now, and I think it still would be even if the Ostheer and Soviet snipers were given identical health pools. All good points, except for this shoehorned addition, which is a false premise: A bit overcompressed on my part and not universally true, certainly. In terms of the things you actually see in almost all 1v1 games, German infantry will have LMGs, pgrens and MG-42s, all of which do a lot of damage and pose a big threat to retreating units. Hence they tend to get more squad kills on retreat with infantry than the Soviets. By contrast, Soviet T-70s/34s, flame cars and snipers are the things that can get the Soviets a lot of squad kills because of small unit sizes and ignoring armour. I wasn't making a big point about overall balance there. Strumming has more or less explained what I meant by the remark which was, I agree, if taken literally, untrue. -- Adding a couple more points 10 - T-34/85s are really underperforming for the cost on account of the very high reload time. Especially since the T-34/76 buff they don't really seem to match up. 11 - Flamer explosion criticals are very cool but they're also really problematic just because there's something like a 2.5% chance (I think it's 10% when the flamer model dies, right?) of an expensive muni investment vanishing on the first model that dies. The same problem doesn't apply to other muni investments like the LMG, which only drops on a squad wipe I think, or the DP machine gun, which can be picked up and recovered if dropped. I think it'd be a really good idea to make the flamer crit only happen if the squad is at half its models or less, to make this an element of the RNG you could work around. Large building collapses from one nade or mortar hit would be an area where the gameplay could be improved a bit but but I appreciate that is probably a lot of work to fix (because it's about the sides of the building) and the balance team are definitely aware of it so I don't really want to put it on the list. In: COH2 Gameplay |
Thread: Some ongoing gameplay issues and bugs5 Oct 2013, 15:48 PM
Trying to distinguish these from flavour-of-the-month balance problems(Ostruppen, for instance). 1. heavy engine criticals from a single faust or AT nade on a tank are an instance of the RNG just being too jumpy. It will often completely win one player a game. 2. German S-mines - does anyone use these? They cost way more than a minesweeper, take a very long time to set-up, and don't really do enough damage to stop people just walking or driving over them. 3. German sniper requires tender love and micro to get any use out of him regardless but thanks to his really low HP pool, he can go down in just a few lucky small arms shots, will die to a mortar shell landing anywhere in his vicinity, and frequently gets sniped by all sorts of things that shouldn't (like, an SU-85, for instance). Making his health that of a standard infantryman would probably improve the German sniper's viability in 1v1 a lot, while still not making him any more survivable than 1 shock trooper model. 4. Grenades are bugged all over the place. Riflenade warnings have been messed up and now come as the grenade hits, which makes playing against Grenadier spam require constant eyes on the units and even then quite challenging. Guard grenades and I think bundle grenades both frequently don't refund if cancelled. 8. Blitzkrieg on vehicles with engine damage seems a bit too much of a get-out-of-jail free card. 9. Some of the maps seem very favourable to one side or the other (so, Langres north start is pretty bad, Kholodny right is usually harder than Kholodny left, the new Kharkov one seems to be far better for the South player as well). I'm not sure to what extent this is underlying issues with the map layout and twe it's still people learning to try different things on the maps. edit: added points I forgot at the time - 10 - T-34/85s are really underperforming for the cost on account of the very high reload time. Especially since the T-34/76 buff they don't really seem to match up. Has been adjusted both in terms of cost and effectiveness. They look OK on paper now. We'll see in practice. 11 - Flamer explosion criticals are very cool but they're also really problematic just because there's something like a 2.5% chance (I think it's 10% when the flamer model dies, right?) of an expensive muni investment vanishing on the first model that dies. The same problem doesn't apply to other muni investments like the LMG, which only drops on a squad wipe I think, or the DP machine gun, which can be picked up and recovered if dropped. I think it'd be a really good idea to make the flamer crit only have a chance happen if the squad is at half its models or less (so, when the second last or last combat engi or pio dies), to make this an element of the RNG you could work around. Has been adjusted to the level I thought it was from a higher level. Flamers have been improved against buildings. This may be fixed. Generally, the game has come along a lot since release both in terms of balance and how it feels to play. Gj balance devs. NB: Italicised points have been addressed. We'll see if they've been fixed enough as the patch meta develops. So far they seem to have been improved. Updated, based on 12/11/13 patch In: COH2 Gameplay |
Thread: Flamethrower vehicles fix3 Oct 2013, 19:34 PM
All that needs to happen really is a KV-8 nerf to armour or damage, and a change to the German vehicle vet so that vet 2 doesn't de facto more than double health. The FHT is fine until it gets vet 2 at which point silliness ensues, the Scout Car flamer is OK and the KV-8 is just obviously blatantly ridiculous in terms of stats at the moment. In: COH2 Balance |
Thread: My SU85 got Beat by a Stug?3 Oct 2013, 18:33 PM
A stug killed 2 of my flanking t34's, they got in 13 shots and 1 penetrated. Dice roll. ? That is incredibly unlucky. I rarely have a StuG beat 1 flanking T-34. Even head on, a StuG against 2 is usually a loss. |
Thread: The Frontline Network Shoutcasts [COH2]2 Oct 2013, 18:57 PM
Can the ISU-152 even shoot while moving, or does it have a long aim time? In: Lobby |
Thread: The Frontline Network Shoutcasts [COH2]2 Oct 2013, 17:04 PM
The Wings/RickySheu game is a really nice cast. In: Lobby |
Thread: This game sucks.2 Oct 2013, 14:58 PM
Having a quick look. Tbh, I don't think it's the doctrine's fault. Soviet Langres North (especially winter) is a really hard start in general imo. Your early game wasn't all that (he was able to get a panther just a little later than the T-70 and M5... and then proceeded to not use really it for ages for some reason) and losing the first sniper to p-grens is a really big loss. You also blobbed up a lot frontally against the LMG grens and P-grens, which kind of limited your map control and meant you lost a lot of manpower to grenades (both your own and chewie's). The real problem for you was just losing all the vehicles. The T-70 had an ok run but still died very quickly. Your opponent could probably have done better if he'd used the panther earlier (maybe afraid of a ram, otherwise no clue what he was doing) I also don't remember seeing any mines until after the engagement when you lost your SU-85 when you could've known a tiger and a panther were on the field thanks to radio intercept. If you'd had the SU in the second engagement, you'd have probably won that one. Dunno if you'd have won the game because he was floating a *lot* but... At around twenty minutes, your conscripts have an OK number of kills (and some friendly fire ones from molotovs). They got some squad kills from molotovs. Penals didn't do *that* badly. The sniper use was a little unlucky but also really careless and the side-teching to both T2 and T4 didn't really help because you threw away the T4 vehicles. It was really the vehicle use and teching to things you didn't manage to employ that well and not the infantry discrepancy that did you in. In: Replays |
Thread: Life without Guards2 Oct 2013, 14:24 PM
I normally go T2-T3 without guards, in which case you use a combination of the ZiS, AT nades and ramming to gank the first P-IV before it can get buddies or you use the ZiS as area denial while using your tier 3 vehicles to demolish as much of the infantry as possible. As long as you don't let a P-IV hit vet 2 and don't throw away T-34s for nothing you can usually handle the Ostheer pretty well. With Tier 4, which I'm not that great with, you really need some mines to protect your SU-85 from being flanked (a damaged engine P-IV is just fodder for the SU) and ideally to kill one P-IV pretty quickly before it can vet up to keep you in the vehicle race. But then, with T4 I'd usually prefer to have guards anyway to cope with the longer mid-game/lack of T-70s to kill the FHT. In: COH2 Balance |
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