
Then I saw they increased pop of Dshka

The improved rec acc for sturms might actually make a 2nd one attractive early game to try and take advantage of Vet2 early.
Sandbags sounds like a good change, I stopped trying since shit would always miss.
Posts: 612
Thread: CoH2 Summer 2021 Balance Patch - BETA12 Aug 2021, 21:57 PM
Saw they increased pop of German MG ![]() Then I saw they increased pop of Dshka ![]() The improved rec acc for sturms might actually make a 2nd one attractive early game to try and take advantage of Vet2 early. Sandbags sounds like a good change, I stopped trying since shit would always miss. In: Lobby |
Thread: USF and MP bleed12 Aug 2021, 18:30 PM
bleed has a few components and they are both objective and subjective Matchmaking is supposed to pair up players of similar skill as much as possible so not to big of a deal. We all know RNG only affects blue units. All my homies hate RNG. In: COH2 Balance |
Thread: USF and MP bleed12 Aug 2021, 17:23 PM
To start, I should have specified that I think an easy fix would be an increase in reinforce to ONLY Volks and Fussies by about 2-3MP, this over the course of the early to mid-game it would slightly delay Raks or elite infantry. Now for your first point SOVIETS/USF/OKW are all infantry focused factions with their respective mainlines taking up similar popcap. What other metric then reinforce cost would you use for bleed. The point is to go out and make sure the enemy loses more than you do. One of the only units that does not do this and is designed not to do this is the Conscript. In the early to mid game I think we can agree Sturmpioneers are going to beat Conscripts badly and you know inflict bleed. The player now has to reinforce which slows other stuff down, Sturms are expensive and have a very narrow weapon profile which does not scale well compared to the other multiple options they have. Also Pgrens come at a later time which has already been stated, an army has already been made so MP generation is reduced while also having a double impact of high POP cost. However when they hit they hit hard. They will demolish most early game units from BOTH USF and Soviets. So in the economy exchange, K/D it causes more bleed then it receives. That is literally the point of ELITE infantry for every faction. PGren arrive earlier than other Elites such as Para/Rangers which means they will have more VET so they can cause model drops leading to MP bleed. I feel infantry is fairly closed to balance so I never brought up received acc or health of infantry so not sure what the point of that statement was. Wouldn't initial cost/pop cap/reinforce cost/upgrade cost all work together to decide performance of a unit such as DPS/range/durability? That would be outside of the scope of what I presented. For your second point, you seem to have latched on the conscript most likely due to your argument being much weaker using literally every other unit. As stated Conscripts are one of the only units designed to lose models in that fashion and still maintain faction economy. You took a general statement and focused on a K/D that would never happen. Sticking with what you said under the constraints which is early-mid game trying to slow down the blob. Volks aren't losing 4 units once they get STG which is a stock upgrade that happens way before Mobile reserves and should hit before SVT or PPSH upgrades. So your example is worst case scenario for the OKW player, which once again means they are bleeding less. Since you seem to be fairly against what I said. I want ask some fairly straight forward questions. 1) Do you believe OKW float MP? If yes why? 2) Do you believe OKW blob is not a problem especially Fussies? If yes how would you fix it. In: COH2 Balance |
Thread: USF and MP bleed12 Aug 2021, 12:20 PM
I think the biggest issue is like Vaz said the efficiency of OKW bleed. There reinforce is all over the place but as a percentage they are on the lower side compared to other factions. I will put the percentage to fully reinforce based on purchase price but I can put cost if someone wants. OKW: Unit % Sturm 30 Volks 38.4 Fussi 37 JLI 37.5 Fall 31.8 Ober 35.2 Ost: Pio 37.5 Gren 37.5 Ostr 40 PGren 30 JCS 40 AssG 37.1 Storm 29 Allies RE 34.5 Rifle 40 LT 40 CPT 40 AssE 40 Path 31 Rang 36.6 Para 38.9 Engi 37 Cons 41.6 T4 37.5 Penal 46.5 T4 43.1 Guard 37.5 Shock 41.6 So over the course of a game this leads to the OKW manpower float which directly allows for the blob to form and be maintained. Edit: Added OST and a couple other units. Looking at the % it makes sense for OST to have wonky reinforce for some units due to relying on support weapons more. However OKW is infantry heavy and the reinforce is to low for its mainline compared to the Allied faction. This means with equal deaths OKW will be able to save up to build more units while allies are just trying to keep Units fully reinforced. I think just increasing the reinforce cost for early units would solve several problems people are having with OKW blob. It would slow it down considerably while being a soft nerf to Fussie blob, VG blob with Obers. In: COH2 Balance |
Thread: USF and MP bleed12 Aug 2021, 01:05 AM
I understand he said superior stock elite, so there is no reason to disqualify any of the doc units since they don't lock out getting Obers. But I do agree with you Volks alone until Obers is asking for a hard time against every faction. For the PG, not sure what you mean by weak force. What I used to see was MG/Grenx3 and depending on player and doc they made 4th gren or tech so that PG could be built. Then they would go T2 later on for AT gun for LV. Snipers seem to be more on the elite players since most of us plebs lose it to bad micro/brain farts. In: COH2 Balance |
Thread: USF and MP bleed11 Aug 2021, 23:18 PM
That is not completely true. OKW has options to help out volks like PF, JLI, Falls and machine gun to slow down enemy blobs until Obers show up. The second statement is even stranger since every other army would be purchasing their respective elites after having a standing army. Assault grens can be built without T1 so that is savings that can be used towards making PG while osttruppen are dirt cheap so aside from micro nothing is stopping the player from making at least 1 PG. Also since PG can come without T2 they can hit the field around 4 mins which leaves them as a massive power spike. In: COH2 Balance |
Thread: Was on a losing streak, finally got W11 Aug 2021, 22:52 PM
Thanks man, was getting so pissed off. A few games I was dominating only for my T34 to come up short. In: Replays |
Thread: SU-76 buff? 11 Aug 2021, 22:36 PM
Decided to mess around and try a SU76 spam build with Def tactics. I was expecting to lose but try it out to see if I could make it work. I was pretty much dictating the game with my normal build, made T70 lost it killing his Flak Trak but was pretty much in control. Made a couple SU76 found his Flak HQ, decided screw it lets try barrage, barely did any damage. Made a 120 mortar which did slightly better until delayed fuse where it did a lot better. Lost both of them trying to take down the Flak HQ, again wasn't really trying to win just doing some test against live player. Ended up making 3 to try and kill his Sturmtiger and I noticed they take a bit to shoot even though they have high rate of fire. Did some damage but lost them. Expected since they are trash but I didn't realize until the end how bad they were. I rushed him with last bit of SU76 and what I noticed is that if a vehicle leaves the LOS even if it was just hit it almost immediately drops to FOW. Thoughts: Supposedly the point of this unit is to work as a crutch if you are behind on gas. Well that can't be since it will only Pen a P4 or lower so it is useless vs OKW which have higher armor units to begin with. Since it is a LV, if the unit is gonna have horrible stats it should by default come with vehicle tracking when it lands a hit. It is to clumsy to use otherwise. What is barrage good for? Can't reliably hit infantry or building so what is it supposed to do other than waste muni. Mobile reserves wasn't to bad, let my Penals vet faster to bully volks around. Would be nice if Teching it reduced cost of T4, otherwise no one is going to do it. Edit: Maybe give it a global stun shot. In: COH2 Balance |
Thread: SU76 is trash11 Aug 2021, 22:35 PM
Decided to mess around and try a SU76 spam build with Def tactics. I was expecting to lose but try it out to see if I could make it work. I was pretty much dictating the game with my normal build, made T70 lost it killing his Flak Trak but was pretty much in control. Made a couple SU76 found his Flak HQ, decided screw it lets try barrage, barely did any damage. Made a 120 mortar which did slightly better until delayed fuse where it did a lot better. Lost both of them trying to take down the Flak HQ, again wasn't really trying to win just doing some test against live player. Ended up making 3 to try and kill his Sturmtiger and I noticed they take a bit to shoot even though they have high rate of fire. Did some damage but lost them. Expected since they are trash but I didn't realize until the end how bad they were. I rushed him with last bit of SU76 and what I noticed is that if a vehicle leaves the LOS even if it was just hit it almost immediately drops to FOW. Thoughts: Supposedly the point of this unit is to work as a crutch if you are behind on gas. Well that can't be since it will only Pen a P4 or lower so it is useless vs OKW which have higher armor units to begin with. Since it is a LV, if the unit is gonna have horrible stats it should by default come with vehicle tracking when it lands a hit. It is to clumsy to use otherwise. What is barrage good for? Can't reliably hit infantry or building so what is it supposed to do other than waste muni. Mobile reserves wasn't to bad, let my Penals vet faster to bully volks around. Would be nice if Teching it reduced cost of T4, otherwise no one is going to do it. In: Replays |
Thread: Was on a losing streak, finally got W10 Aug 2021, 22:30 PM
Loss after loss some good some bad games, god damn I needed this W. Went with airborne, engi/Penal/clown car. Had a feeling he would make fussies cause that is what is always is. He went for my gas with sturm and volks which I fought back with Penal and engi until my car came to make it 3v2. Got some good drops and forced retreat and then pushed his fussie back. Challenged him over the map as much as possible and kept pressure up. Made Dshka, seems to work good against fussie early since they usually blob up to try and get wipes. He made Puma first which I guess was in response to expected T70. I split his forces by sending T70 one way and had his army try to take it down. PTRS clown car came in for PUMA, got the kill and from here T70 starts to pay off in damage and kills. I make multiple Dshka to force him back or slow him down while my T70 runs around and forces retreat. Gas is heavily in my favor, got 2 T34 and 1 Katy by the time he makes his P4J, caught him slightly out of position. Hit him with At strafe and both T34, RNG was trying to fuck me over again but I got the kill. Trade was ok because I still have both gas and Katy is hitting and forcing retreats. Build 2 more t34 and another Katy, pretty much suppress, rocket retreat until end of game. In: Replays |
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