USF has a great lategame, possibly actually one of the best ones in the game. The major problem is that it requires comparably much skill, something only a minor part of the community possesses. This is not meant in an insulting or derogatory way or a pat on the back for others, it actually is a problem.
Lategame it's mostly about cost-effectiveness and about the Alpha strike (i.e. the ability to just almost instantly wipe on opposing unit). Jackson is the most cost-effective AT weapon there is, same for the American ATG and Rifles or Paras with upgrades (especially M1919A6). Jackson additionally has one of the best Alpha strikes in the game, since it deals 240 damage. Additionally USF has a great hardcounter to infantry lategame, the M8A1 Scott. Now the big "But" - most of these units are mostly glass cannons. They are extremely cost-effective because they trade hitpoints and resilience for a stronger gun. That means you need to watch them closely and micro them well, which causes limitations on the usefulness of their weaponry simply due to requiring a lot of player time. Even the best players can only put so much time into microing those units, so they are capped to a degree there. Players with less micro, experience or a more casual playstyle will most likely have an even harder time with those units. So theoretically USF has actually an awesome lategame, but few people can actually use it in a great way. A heavy tank that can take a lot of damage and deal it is not as cost-effective, but requires actually less player interaction in many cases. Now what is the problem with adding a heavy tank? It is exactly what USF is atm lacking and would work superb in combination with Jacksons. I think it would be the go-to doctrine and super hard to balance. Countering Jacksons is already hard, imagine if there is some tank that can scout for them and take quite a few shots - I cannot really see what you'd do against that on a competitive level.
Profile of MilkaCow
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Steam: 76561198005831154
Birthday: 1989-05-11
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Timezone: Europe/Berlin
Steam: 76561198005831154
Birthday: 1989-05-11
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Post History of MilkaCow
Thread: My proposal to making USF more appealing 8 Aug 2014, 15:14 PM
In: COH2 Gameplay |
Thread: Cruzz's Fantasy Patch Thread 2: WTFWFA Edition7 Aug 2014, 14:51 PM
I can only agree with a small portion of those changes and in general think it's a bad idea. It's a too big list to with a certain confidence state the outcome of it. To not just make 'bland' statements let me try to elaborate a bit. Call-In system - See my suggestion on the other thread. Yours would kill Call-In strategies completely and Relic stated they want to keep those. You gotta learn to work inside the limitations ![]() USF: First 3-4 suggestions could be possible, though the M7 is still buggy/problematic so I'd rather refrain from that. M8 direct fire is far too strong in my opinion and I'd put it in only arcing fire mode to make it hit moving squads less. Right now it's a far too powerful vehicle and giving it a toggle would only cause it to overperform even more. Sherman smoke is probably harder to fix than you suggest. I'd keep Major probably at 3 seconds, 2 is really damn fast as the flares only drop after 1 second, so anyone not in NA has close to no time to react. 57mm is good enough in my opinion as well as the priest, so I wouldn't touch those. Rest is meh, i don't mind changing it. I feel it doesn't tackle a few really important issues which is the overperforming BARs on range, the dual M1919A6 upgrade for Paratroopers and the long build times. I personally do not see the last one as a giant problem, but still testing it differently is fine. Soviet: Dunno about the Maxim. I think that would just make it more extreme and take one of the biggest factors for the MG42, the area suppression. SU-76 sounds problematic, but in the end it's just a general design idea - might be a bit too potent, but could be interesting and give it a role as it's a non barrage artillery. Conscripts - Well you know my stance on upgrades. They are ugly to balance and introducing more to balance out others is a bad way. Rest sounds okayish (though some of them not needed IMO). Ostheer: In general most sound acceptable, but I'd rather introduce such changes slowly as a lot of them have far fetching effects. Don't really like sniper and Osttruppen changes though. OKW: Once again, I'm not sure if those changes are necessary. Especially the MG34 one seems to be weird. It's worse than the MG42, doctrinal and should be more expensive? Why? Combined with a buffed Kübelwagen I feel that makes it extremely unattractive. General ones: I'd rather have Demos unable to trigger if a sweeper squad is within ~15 range or such. Sometimes you don't want to blow it up. Plane one I'd keep. Such a thing would once again make AA useless. Rest is okayish. In total I think a lot there is too much "wishful thinking", but since it's a fantasy patch well, fine. The projectile, FlaK and such things are not as easy to change as your list suggests ![]() In: COH2 Balance |
Thread: Suggestion: Attach Call-ins to Buildings/Tier again.7 Aug 2014, 12:09 PM
Heya, Since my own work is not contained within the NDA - I've recently talked to Relic about a suggestion for the Call-Ins that mixes the current approach and the polar opposite (buildable from tiers). I personally prefer such an approach over keeping it in tiers for a few reasons I'll elaborate at the end. I'll try to keep it short and not go into too much details, as I think you can easily understand the idea. Every Call-In unit gets a tech requirement attached to them. From the simplest Assault Grenadier / Assault Engineer at 0CP to the high tier units like Tiger. This could be something like Tier 1 for Assault Grenadiers or Tier 2/3 for Greyhounds (LT or Cpt) and T3/4 for T34/85s or Battlephase 2 for a Command PIV. Something that simply fits the units tech level itself - not necessarily the exact building from where it would be buildable, but just the tech level. Those requirements are definitely not set in stone, but are just a first guess for the tech level and might need adapting. Now regarding obtaining such a unit. There are two ways, either via a call-in button like it is now or to build it straight from your HQ. Building it straight from your HQ is only possible if you meet the tech requirements and has a normal build time. Calling it in via a button does not require a certain tech level, but comes at a Premium cost (15-20% of the unit). Why I prefer such a solution? Because it allows you to have a better differentiation. You can balance Call-Ins depending on if they are to supplement your army (then you usually meet the tech requirements and can build them) or if it's a pure Call-In strategy. The latter ones will be punished a bit more as the current Call-In meta is going to a degree against the idea behind Call-Ins. Yet such a change does not completely make Call-In strategies unfeasible. The first 2-3 units should still come cheaper than if you had teched, but at the same time teching would've given you earlier access to other units and might've been better in the long run. In: COH2 Balance |
Thread: JadgTiger Supporting Fire Ability7 Aug 2014, 11:54 AM
It fires a lot faster and more accurate. Additionally I think it skips a reload cycle if you trigger that ability and with autofire on a static target tends to allow you to get 1 (autofire) + 1 to 2 (ability) shots on target before it's actually moved out of the area. That's in most cases enough to either destroy or at least heavily damage the target. For 30 munition, that's fine for me ![]() In: COH2 Gameplay |
Thread: IR STGs or lmg34?7 Aug 2014, 11:49 AM
You'd need to do it yourself. Those numbers were for static, they can be found here https://docs.google.com/spreadsheet/ccc?key=0ApmrrrPr20ncdGF4VURuYjVGZXlIN3ptbV8tbzRzN0E&usp=drive_web Since you can't edit it, make a copy and then just multiply the values (accuracy, burst time, cooldown) with the moving modifiers and you got the moving values. Then simply add the whole squad together at the bottom left of the sheet. There is a DPS per Range chart, since different weapons have different values for their ranges comparing short / mid / long is useless. Just add the squads together (2*Kar + 2*StG44 and 3*Kar + LMG34) The moving modifiers for the weapons are: Kar98k: | | moving: { | | | accuracy_multiplier: 0.5f; | | | burst_multiplier: 1f; | | | cooldown_multiplier: 1f; | | | disable_moving_firing: false; | | | moving_end_time: 0f; | | | moving_start_time: 0f; | | }; Infrared StG44: | | moving: { | | | accuracy_multiplier: 0.9f; | | | burst_multiplier: 0.5f; | | | cooldown_multiplier: 0.25f; | | | disable_moving_firing: false; | | | moving_end_time: 0f; | | | moving_start_time: 0f; | | }; LMG34: | | moving: { | | | accuracy_multiplier: 0.75f; | | | burst_multiplier: 0.5f; | | | cooldown_multiplier: 0.25f; | | | disable_moving_firing: false; | | | moving_end_time: 0f; | | | moving_start_time: 0f; | | }; In: COH2 Gameplay |
Thread: Tier pricing7 Aug 2014, 11:37 AM
Could be something to test, but I'd rather make T3 and T4 equally important. In: COH2 Balance |
Thread: Can Relic please sort out the fucking parthing7 Aug 2014, 11:36 AM
The rage is so strong, it's starting to consume your ability to write English? D: Yes pathing is a serious issue, but you seem to rage about something that is no issue. Retreating is no "get out of jail free" card. They will retreat the shortest way to your base, if your opponent has a blob in between then your opponent outplayed you. In: COH2 Gameplay |
Thread: IR STGs or lmg34?6 Aug 2014, 14:53 PM
LMG34 is a long range weapon, StG44 a short range one. DPS of the whole squad in 5 range steps: -- 00 -- 05 -- 10 -- 15 -- 20 -- 25 -- 30 -- 35 -- 40 33.65 32.87 32.14 31.43 30.71 29.96 28.98 27.99 LMG34 + 3 * Kar98k 64.24 62.99 54.23 36.92 29.44 24.20 19.04 14.34 2* StG44 + 2 * Kar98k The StG44 does not ignore cover, but it has far better performance against yellow, green and garrison cover. In: COH2 Gameplay |
Thread: ComputerHeat Shoutcasts6 Aug 2014, 14:45 PM
There is Bad Manners and there is Brad Manners. D: In: COH2 Shoutcasts |
Thread: WFA Veterancy Guide6 Aug 2014, 14:06 PM
Looks good. We were just doing one internally as well. There are a few problems with yours (wrong interpretation of the stats or such). If you want message me on steam to go through it. I think that's easier than here on the forums ![]() In: COH2 Gameplay |
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