Just used a 120mm and realized the munition cost for precision strike is 45. are you kidding me?
that costs as much as a frag grenade but with no ability to dodge because the shit ranges half the map and its not like you can guess which of your capping squads is about to die even if you somehow hear the launch noise
68 kills on the 120, anytime a pgren or mg stopped for a second boom precision strike, gg
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Thread: 120mm Mortars & Grens Vs Cons29 Oct 2013, 18:48 PM
In: COH2 Balance |
Thread: SNF5 predictions and speculations29 Oct 2013, 15:49 PM
sepha hasnt played in months. if he wins id be very disappointed In: COH2 Gameplay |
Thread: Radical T0-T1 Restructure Proposal:29 Oct 2013, 15:42 PM
I'm tempted to say I don't agree this is the right approach Nullist. I agree its pretty lame how fast soviets can control the t0 early map by rushing a engineer to your fuel cutoff and sitting in a building while their subsequent cons move to push you off your fuel, while simultaneously capping their own side of the map--that is the death spiral that leads to many a ostheer defeat. Langres, winter kholdny, semois etc are perfect examples However I still believe that this can be addressed through removing a handful of buildings from the maps before drastically changing the t0 meta Moving grens to t0 implies that the first german engineer is just going to rush a fuel to mirror the soviet gameplay and its going to be a con vs gren slugfest. This derails the faction design because while soviets have oorah, molotovs, at nades at t0 and htd/ppsh at 1cp, germans will be giving up the MG42 and delaying rifle nades. In: COH2 Balance |
Thread: SNF5 predictions and speculations29 Oct 2013, 15:34 PM
If someone has the time they could keep a running list of a few key data points from the tourney games to share with the community. Or make a public excel sheet online that people can contribute to spread out the workload. Average game length, win rate by faction, faction win rate by map (and starting location), commander choice, etc etc could be good talking points down the line In: COH2 Gameplay |
Thread: 120mm Mortars & Grens Vs Cons29 Oct 2013, 13:45 PM
Market Target is commander limited, I also don't like the implementation of straight up huge extra damage taken from all sources. Balancing too much around those commanders limits commander choices and makes for a boring meta. I'd be fine with a massive nerf to mark target in exchange for more reasonable and useful tank play. As it stands, mark target use is kind of boring. The difference between someone killing your whole vet 3 pgren squad with a frag grenade or a 120mm lucky hit and shooting a conscript squad to death, is that a con squad can retreat easily. Input lag is to the point that even if you are watching your units pretty much have to be moving as soon as other player throws a grenade to have a hope to dodge it. People talk about input lag; I dont know if its just a technical issue or with delayed input by design, but I really hope its not intentional on Relic's part... In: COH2 Balance |
Thread: Shocked at how easy Germans are.29 Oct 2013, 13:39 PM
soviet skillset. flanking nading, capping, artylering, mg positioning, teching choises, tank micro. undostrecuatro skillset. soviet fanboy shitposting In: COH2 Gameplay |
Thread: how to: Level 100 German Play28 Oct 2013, 14:36 PM
i think the germans equipment have to be a lot more expensive and feel more painful to lose. not have stupid economic advantage things like opelz it's the soviets that's supposed to outproduce the enemy not the germans. cheap unit spam is fine but people dont seem to want that. the most common complaints are that conscripts and t34s are too weak. I think people generally expect soviet units that are as strong as their german equivalents 1 on 1 but play differently, whether they come out and say it or not. If that premise is true, embracing that design concept soviet costs must rise proportionately with any buffs (su85 costs as much as a p4 but completely negates german armor if used properly). I've seen posts begging for t34s or t34/85s to become p4s, but at 20-30 fuel cheaper, you know.... get real In: COH2 Balance |
Thread: 120mm Mortars & Grens Vs Cons28 Oct 2013, 14:28 PM
I will say that 120mm has an uncanny ability to kill off my squads when I least expect it through passive firing without using the precision strike ability. "Precision strike" is a bit LOL for ww2 anyway. Modern rocket assisted mortars using GPS still miss roughly 1 out of 4 times. I don't know why the RNG seems to favor the 120 so much over other mortars, but it needs tweaking towards more scatter as it has a larger blast radius than the 81mm. I would also love to see a slower movement speed, and more critically, retreat speed on the unit. Modern 120 look similar to that setup and weigh hundreds of pounds... aint no one going to be sprinting that back to base if someone jumps out of the bushes and starts pew pewing them in the back. Soviet weapon teams in general suck up grenades and sometimes small arms fire thanks to their 6 man squad size. 1. Increase scatter on the 120mm 2. Remove precision strike entirely and give it another vet ability 3. Reduce retreat and/or movement speed of the 120mm Leaving precision strike on the 82mm (as much as I hate that ability) would encourage use of the non-doctrinal mortar. If you want the extra range and explosive power of the 120mm, you will be trading less consistent returns with the option of bigger hits. In: COH2 Balance |
Thread: Shocked at how easy Germans are.27 Oct 2013, 20:23 PM
No im stating a common sense statement that what seems hard for one player will not be for another @sluzbenik Those same 10% soviet players generally also play top level ostheer too. Whereas german squad kills come from powerful passive damage like pgrens shooting at scripts 5 feet away, soviet squad kills can be produced by abilities like frag grenades and 120mm precision strikes. With input lag and the fact that you cant pay attention to everything all the time, soviets have no problem killing ostheer squads. Oh and soviet guns work just fine for that too I've lost plenty of squads sitting afk on a fuel point when my attention was elsewhere ((( In: COH2 Gameplay |
Thread: [Feedback Needed] So explain to me...27 Oct 2013, 16:39 PM
On the molotov discussion - I envision continuing changes to both sides, please dont consider this a "nerf soviets!!11Eleven1!" thread because I consider their changes more pressing. Rifle nades are not the god send you might think they are. Using two early game eats up basically your first LMG or flamer which has long term impacts on your squad's survivability, vetting, ability to do its job, and hold territory vs aggressive sov early game play. As long a sov player holds a fair number of points or a high munition, maps like langres pretty much make molotovs "free" because you will never throw more than your income can support. There is no tradeoff early game like if I throw a molotov I wont be able to get a PPSH, or something. Therefore the imbalance doesnt come from the strength or availability of the molotov itself, it comes from the fact that munitions arent realistically limiting its use. If a pgren spamming german tried to throw bundled nades as often as molotovs, he would go broke fast. Some of the advantages you mention for rifle nades are bugs IMO, such as the verbal warning and the building spontaneous combustion. Hopefully these will be fixed ASAP. The front loaded damage is nice but anyone who is paying attention to their units can anticipate a rifle nade same as I can see a molotov coming. Conscripts are designed to get up close and personal on grens--if you HTD and go afk as the grens back off to rifle nade, thats your fault not the game's. The nature of 6 man soviet squads is that a rifle nade does damage more often than it gets outright kills. A guard frag grenade on the other hand regularly kills 3-4 of my grens leading to much rage on my part. I dont think the frag is stronger but german entities path closer to eachother so it ends up more effective. ===== Regarding counters soviets have hard counters to every german unit, why should the inverse not be true? All props to soviet players who can micro well, but that doesnt mean I should have to buy an elefant to kill a non-doctrinal unit that appears 10 minutes into a game. In: COH2 Gameplay |
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