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Thread: Conscript vs. Gren matchup7 Oct 2013, 18:04 PM
I think the fix is to get another option not to simple buff or add to conscripts. Decrease build time on T-1 to .25 of its current amount (giving far earlier access to penals). Increase cost of Soviet sniper to 400, and increase build time of clown car 10 seconds. This would actually allow penals to be used in a window before pgrens show up and own the show. In: COH2 Balance |
Thread: Please give the MG42 back some bite and other musings30 Sep 2013, 14:59 PM
While I agree that a vanilla unvetted MG requires a bit much on the babysitting end of things they seem to vet much faster since the suppression nerf and a vet1 and particularly vet 2 have adequate performance. While I agree a bit more suppression wouldn't hurt I still use them and they certainly perform well enough to get the job done. In: COH2 Gameplay |
Thread: My attempt at unbiased Balance Post Patch26 Sep 2013, 09:44 AM
Put it i n your sig if you want to make me really happy. Everyone on coh2.org should, imo. You are right the repair time is the same. However I have observed the huge health pool low damage means in an extended fight it must be repaired for time similar to a heavy such as IS-2 or Tiger. That coupled with its low dps, slow movement, and mid range price make it a balance nonspammable unit. In: COH2 Balance |
Thread: My attempt at unbiased Balance Post Patch26 Sep 2013, 08:19 AM
The soviet arty is pretty inaccurate on it's own. It's only after it attains vet that you can use it's precision shot to hit what you want at the cost of 50 muni. People seam to be under the impression that it is accurate while using its normal barrage. Thats fair I have only used it 3 times but all 3 rounds landed where i wanted them to go. I appreciate the input definitely will have to take that into consideration. In: COH2 Balance |
Thread: My attempt at unbiased Balance Post Patch26 Sep 2013, 07:54 AM
Assault Grenadiers Simple change that I think would bring them in line. Available at 1CP, (potential MP adjustment 240-260). This would allow a German player to round out a 3 Gren, MG T1 with a great flanking unit used for harassment and flanking coming out last (instead of being spammed) and would allow the first pgren out of T-2 as dedicated AT which in my opinion would make things more fluid. The assault gren tends to bully a little to hard for being a 0 cp ability. Ostruppen should gain more vet from taking damage less from dealing it. 0 cp for this unit is fine. 45MM At gun great idea and very fun unit easily destroyed by grenades and mortars as it should be. KV-1 VEEEERRRRRRRRY Meaty tank. I think the insane repair time is more than enough to deter these from constantly pushing and tellers tend to do good damage (looking for some community input on this one). Field CP Should not be spammable. Stug easy fix imo zis like barrage ability at vet 1 (instead of target weak point). This would counter the draw backs it suffers. Munition conversion seems fine. Assault Half track expensive but effective seems ok. Soviet Arty reduction in accuracy based on range increased. This would help to reduce base spamming, since it can obilterate several squads without warning. For the motherland tradeoff seems fine. Trapping a zone should require a unit present in the sector while arming. Trench whatever its a moli death trap. For Nullist http://www.coh2.org/ladders/playercard/steamid/76561198073638730 In: COH2 Balance |
Thread: Mechanized Assault big impact early game?25 Sep 2013, 07:40 AM
Sincerely love that they are listening to the community and trying to give germans call in units and Assault Grens are great!!! That being said I think that 1cp on Assault grens and 0cp for Ostruppen would be fine. The amount that 0cp accelerates the T-2 rush strat is pretty severe as instead of having capping power you have sever killing power and will get a scout car out the same time as his scout cars. In: COH2 Balance |
Thread: A Few Gameplay Observations5 Sep 2013, 23:55 PM
one question about your gren vs. con comparison.. hope this makes sense.. I understand completely what you are getting at here and for the purpose of this test we let them kill one another only because while you and I might have a certain perception of when you would retreat another person must retreat sooner or later. For that reason we let the squads kill one another. It is work noting that only about 5-10 of all of our tests ended with 1 man standing. More often than not it would be 2-3 grens left or 2-3 conscripts. I hope this answers your question! In: COH2 Balance |
Thread: A Few Gameplay Observations5 Sep 2013, 15:18 PM
Thank you for taking the time to read it at least! I have been playing for some time now and tend to play a bit more soviets as it is my weaker faction and I would like to get better. I was trying to approach these issues from a rational perspective for both sides not just my sole frustrations as one faction. In: COH2 Balance |
Thread: A Few Gameplay Observations5 Sep 2013, 10:42 AM
While you won't find me in the top 200 I would like to address some concerns I have with the game as it stands. I will do my best to address things in an unbiased approach as this is more about game polish and less about ZOMG I LOVE GERMANS! 1) Slow Infantry Combat leads to perceived RNG - Since each rifle round is an independent roll from the next it is entirely possible for squads in green cover fighting to catastrophically kill one another. - In a 100 iteration manual test Birdkiller and I found that his grenadiers won 61-39 over conscripts. (This is not a reflection of grenadiers being substantially stronger just the outcome of our small case study). This test was repeated at mid-range 52-48 and close 59-41. What is important here is that the slow nature of the combat between infantry squads can easily go either way. - The issue lays in our next test of 100 iterations from mid-range. This test involved 1 squad being in green cover and 1 squad in the open and was repeated twice. The results were 73-27 Grens (Green Cover)-Conscripts (No cover). 22-78 Conscripts (Green Cover)-Grens (No cover). - While this is not particularly wrong one can see how if you have 3 simultaneous engagements across the map you could easily lose all 3 and be forced to retreat despite have 1 engagement you should win 1 toss up and 1 plausible loss. This can easily cost you much of the early game and while comebacks are not impossible vetted dug in enemy's are certainly harder to get at. 2) Unsupported or Undirected SUPPORT WEAPONS A. MG42/Maxium Free fire multitargeting is micro that if required would reduce the combat power of idle MGs. This would be an amazing change that would address 2 issues. (1) MG42 would not insta pin 2 squads if they are foolish enough to turn the same corner allowing for you to remedy the error in your ways. Since the MG would have to be microed it would not allow a blind charge but it would allow you to pull away and break LOS forcing a reposition. (2) Maxium would not switch targets reducing its killing power on the initial target. B. Mortars auto fire mode on mortars is particularly annoying from both sides of the field. This causes more fratricide and instant squad kills than it really should. Requiring this micro would particularly reduce some of the more frustrating weapon systems. I will address this in 2 points. (1) 120mm or the big daddy of mortars can either be a game winner or loser for a soviet player. The auto target function if the RNG gods love you will consistently wipe away squads with zero thought from the operator. For this reason micro should be required on this weapon system end of story. (2) 81mm mortar while I love this thing for knocking those pesky conscripts out of houses far too often I find my mortar tube goes a little rogue and nails one of my friendly squads. (I understand that the hold fire function exists and use it regularly but I feel that this sweeping change would alleviate many of the issues I see with mortar systems). C. Anti-tank guns in a constant auto fire mode is broken much like Stephenn and many other players have stated implement a hold fire function. While I know that this post will either get no one to read it or serious flame from our usual trolls I hope that it does not die in vain because I think some of these changes would make the game feel more fluid and less "You only won because of MG42s" or "That 120mm mortar saved you". In: COH2 Balance |
Thread: SU-85, KV-8, T-70, T-34 Thread13 Aug 2013, 17:36 PM
In all seriousness though, what really needs balancing on the german side?? I cant think of anything (as an old german player that switched to sovs for last 100+ games) that is grossly unbalanced and cheesy besides mg spam (which can easily be beat when recognized). When I play the sovs I stay away from su85s and clowncars with snipers because, well, it makes game much less fun. It makes for some real great games too, t34s supplemented with at guns, I love it! I still get snipers because its fun to do. But the kv8 and su85? Common sovs, its obvious those things need work. When I mean work I mean nerfs. And yes, t34 and atguns need buff. Stop with the trolling and admit when something needs balancing. I know its easy to get su85s and kv8s out and win, but fdo you really enjoy that simple play? I am extremely pleased to hear that you are capable of winning games with your excellent positioning and map control augmented by your AT-Gun and T-34 Micro. Clearly you are in line with the idea that these balance changes would be good for the game! If you agree with the satire post excellent you are the VCOH German player who wishes that the Soviets were the Americans! The simple fact of the matter is that they are not and to be entirely honest I am extremely impressed that you go T-1 through 3 and your German Opponent cannot even compete with you! Russian units will forever be viewed by players such as yourself as gimmicky or OP and I am truly sorry that you feel that way. I am not stating that no changes need to be made however don't beat your EPEEN all over a forum post that clearly is not serious, go win more games and insult people there. In: COH2 Balance |
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