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#Steam AliasWL%Streak
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Thread: Cruzz's Fantasy Patch Thread 2: WTFWFA Edition7 Aug 2014, 20:21 PM
I like the vast majority of the suggestions, but I do think it changes too much stuff at the same time. Big batches of changes are nice in theory, but some could create further imbalances down the line. I'd settle for about half the list, then see where things go from there. Even half of these changes would probably change the meta in a big way. In: COH2 Balance |
Thread: Balance issues currently facing the game7 Aug 2014, 05:22 AM
Then the problem is with you. So long as Rifles don't have double 1919s (which is, again, doctrinal and 120 ammo), LMG grens can stand up toe to toe with them provided they have equal veterancy. Early game is more of a rush, but that's why you have MGs to make them hug the dirt. If they give you trouble by coming too close, get a flame pio. As for the whole thing about Ostheer being bad; I've seen several good players state they are among the best, if not the best, faction in 1v1 (the crux of balance) when well played. They need some love in T4, but apart from that Ostheer is a powerful and solid faction. The Gren + MG42 combo alone, when well microed, kicks untold amounts of asses, and it only gets better as the game goes. In: COH2 Balance |
Thread: The worst enemy in the game: Pathfinding7 Aug 2014, 03:43 AM
For me it seems tanks only obey the reverse command if they feel like it. Several times I had them sloooowly turn around and expose their rear, usually getting turned to scrap as a result. Especially when trying to micro extremely fragile things like the Jackson, or ponderous behemoths like the ISU or Tiger, it's endlessly annoying. In: COH2 Balance |
Thread: Who else loves the ISU these days? :D7 Aug 2014, 00:22 AM
I think it should be reworked to a primarily heavy AT vehicle. Decrease it's AoE by a significant margin, increase its penetration somewhat. I'd also remove the Crew Shock chance from normal shots and hand it over to the bunker buster ability. Allow that ability to be used on a unit to compensate. It should be decent against infantry, but mostly useful against tanks. Because honestly, there is no reason for a 70 range unit to do so much damage to infantry without barrage abilities. Mind you, I think pretty much all late game call-ins save maybe the Tiger and IS-2 overperform. But the ISU, while in my experience it doesn't wipe squads that much, can be a very heavy blow to your opponent's map control in the long run. In: COH2 Gameplay |
Thread: Balance issues currently facing the game6 Aug 2014, 22:10 PM
Hi guys, You make a good effort, with a few good points. US AA HT needs a nerf. Dodge should go to 1 CP. Ostheer T4 needs love. US could use a heavy tank and lacks early game options. Maxims could use a bit of a damage nerf. Apart from that... Sorry, but your list reads a bit like ''buff Axis, nerf allies''. Many of those buffs (Volks, OKW Panther, MG42, Grens) are completely uncalled for. Several of these nerfs (ZiS, Shocks, Guards) are also puzzling, especially since Guards have no armor anymore, ZiS barrage is very short anged and obvious, and Shocks struggle enough as it is against elite long ranged infantry. My apologies, but your bias is showing. Your changes would crush Soviets underfoot. Especially since you demand a nerf to many of their core units as well as a boost to many Axis core units. That's just extremely poor balance. In: COH2 Balance |
Thread: Suggestion: Attach Call-ins to Buildings/Tier again.6 Aug 2014, 19:38 PM
I think it should be as follows; Infantry- no changes. It seems fine as it is. Vehicles- Yes, bind them to teching. Lighter vehicles (3 CP and less) (US Dodge, mortar HTs, ect.) should be at early tiers, say Lieutenant for US and T2 for Ostheer. Medium vehicles (up to 7-8 CPs) require T2 or T3 for OKW, Captain or Major for US, battle phase 2 for Ost, for Soviets I don't think they actually have any, refresh my memory if I'm wrong. Late game vehicles (9CP+) should be tied to more advanced tiers, but the details are pretty hard. Requiring Major for US, T4 for OKW, and either T3 or T4 for Soviets is reasonable, but requiring T4 for Ostheer seems a bit too much while requiring T3 makes it too easy. The latter would also make T4 even less attractive than now. I also find Ostheer to be the least likely faction, besides OKW maybe, to bypass tiers. I very rarely see anyone go T2 straight into Tigers. So maybe bind it to battle phase 3, without requiring the building to be made. But, I think they should still be instant. In: COH2 Balance |
Thread: Soft anti blob needed? How CoH handles small arms and blobs.5 Aug 2014, 21:31 PM
I do agree that the WFA meta is blob-tastic, but I think it's more of a design problem for those factions than anything. OKW has very sturdy and powerful infantry(Volks + fusilier blob is the most common I see), and their fuel shortage means they rely less on vehicle play until late game. Blobbing into KT/Jagdtiger with maybe a Puma or jagdpanzer as support seems almost like the faction's intended design. USA is even worse, since they can't even build anything else than rifles until they spend 50 fuel (which gives them another infantry unit) and apart from the AA HT early game, their vehicles have relatively high micro requirements, being all made of paper apart from dozer sherman and E8. Given how powerful 1919s are, it's also easy to scale your rifles into killing machines without spending a drop of fuel. Another thing that doesn't help is the sheer prevalence of infantry with long range DPS. It was fairly rare in vanilla CoH2, being limited to upgraded Guards and Grenadiers, but it exploded in WFA with all the 1919s, Paras, panzerfusiliers, jaegers, Obers and such. This means that you can simply a-move your blob, and their LMGs or carbines will chew right through anything that isn't as elite as them. Whereas elite infantry with SMGs must close the gap, meaning they 1) need more micro not to die before doing damage and 2) make themselves more vulnerable to anti-infantry weapons. I'm not sure what would solve the problem that is feasible by Relic. A received accuracy bonus for blobbed (3+ units within like 10 meters) infantry could work. But we don't need to increase general infantry lethality either. I've also been in favor of adding suppression to some artillery pieces, but I'm not certain how it would work in the game proper. In: COH2 Balance |
Thread: The swapping T70 and SU76 suggestion thread5 Aug 2014, 19:15 PM
I'd be more in favor of making it useful. There is little enough chance of Relic swapping units in tiers, and pretty much no chance of replacing a unit with another. Making the SU-76 a direct fire unit akin to the OKW Le.18 seems like the only solution to me. The artillery niche is already taken by the Kat, the tank destroyer niche is already filled by the SU-85. In: COH2 Balance |
Thread: The swapping T70 and SU76 suggestion thread5 Aug 2014, 17:09 PM
My point is that, whenever it's in T3 or T4, the SU-76 costs the exact same. This mythical SU-76/ZiS combo of yours would already be used all over the place, if it was actually any good, since you can access it right here, right now, at the same cost as if the SU was in T3. Yet, I haven't seen this combo used once, I've never seen a replay of it used, I haven't heard of it in in-game chat, I've not see anyone on the forums complain about it, except you. It's just a bad combo. The ZiS need 60 ammo for each barrage, which has a short range and is easily avoided after the first volley. Situationaly useful, but nothing more. The SU-76 is not even built because it just sucks, especially comparative to its tier. You fork out fuel for a ZiS-3 on wheels with no good vet 1 ability that dies to any AT weapon and doesn't even have a firing arc so it's worthless against anyone with a minimum of micro. If a decently microed P4 comes knocking, your setup is useless, while a T-34 backed by a ZiS has a good chance of winning as wel las being much more reliable vs infantry. The barrage is also short ranged, inaccurate, and just not worth it at all when 35-40 more fuel gets you the Katyusha. I actually thought your point was that a SU-76 and T-34 combo would be good, which is possible albeit unlikely. But you dismiss the T-34/76, so really, pretty much nothing changes by making the SU-76 in T3 regarding the combo of doom you made up. Yet suddenly it will become so OP as to shake the meta because, uh, you believe it? In: COH2 Balance |
Thread: The swapping T70 and SU76 suggestion thread5 Aug 2014, 14:30 PM
I disagree with the rest, but this one is especially puzzling. There would be no cost change at all. The ''dreaded'' (by absolutely no one) ZiS/SU-76 combo is already possible in the game. It's even apparently so feared, even Soviet players avoid like like the plague. Because if you want indirect fire, you're way better off getting a Katyusha or a 120mm mortar than either a ZiS or SU-76 in the first place. Two things need to happen; either the swap, or a role change for both units. The t-70 could go the way of the Stuart and become a light vehicle more specialized to fight other vehicles. SU-76, I don't know, sort of a direct fire unit like the OKW support gun? Mostly effective against infantry, maybe with a vet 1 ability useful vs vehicles. At this point, anything is better than the silly amount of overlap between Soviet units. Other factions do not suffer from this problem in their tiers. In: COH2 Balance |