I really do not want to sound rude guys, but you are all wrong :/ Please be so kind and re-evaluate your behavior. You guys were literally flaming/criticizing Relic over an issue that existed nowhere but in your own heads.
Take a look at what the change is exactly:
Satchel Charge
Bonus damage from buildings reduced from 480 to 340
The bonus damage got reduced. It still deals 340 damage and it will still oneshot bunkers. But instead of dealing 340 + 480 damage against buildings, it just does 340+340. While it could never two-shot all Oberkommando trucks, it could two-shot the FlaK one as that one only has 1600 HP. 340+480 = 820dmg, meaning two satchels killed it. Now you need 3 satchels or 2 satchels and some normal AT weapons. Combined with the suppression (and bigger AoE) it should not be possible to just charge this HT with 2 Penals and destroy it.
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
Residence:
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GermanyTimezone: Europe/Berlin
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Post History of MilkaCow
Thread: Penal Batallion satchel charge after 3rd July4 Jul 2014, 15:22 PM
In: COH2 Gameplay |
Thread: What is mTw?4 Jul 2014, 15:12 PM
What is mTw? -Dead. D: Sry, but I just couldn't resist when I saw this thread ![]() In: General Info |
Thread: A_E's Blast-o-Cast - Edited & Condensed shoutcasts3 Jul 2014, 16:49 PM
No please. No more singing from you A_E. Just go to bed, matty. ![]() In: COH2 Shoutcasts |
Thread: World of Jagdtiger Online3 Jul 2014, 16:11 PM
I honestly think you have not understood why the Tiger Ace was problematic. First of all, it's a Tiger Ace, no King Tiger. Second - The fact it was free and instant made it extremely problematic. Third - It's economy changes basically forced you to attack and basewipe or to camp out the last few CPs (if you were close). The strengths itself was something bad, yes, but the biggest problem was that it was free, which meant it often ruined balanced 1v1s. Besides that now to your comparison with the Jagdtiger. This unit can be built repeatedly, is the most expensive unit in the game and for a faction that is inherently resource starved. I don't think the opposites could be bigger. Free vs most expensive ever. Reading on you talk about massing them. One Tiger Ace vs massing Jagdpanzers. Slowly you should notice that this comparison lacks in so many parts. If you now say "but both super strong boss units" - That's not the argument you make! You explicitly say that the unit is fine, but that massing it is a problem, at 5 it's critical. Besides those obvious flaws, best damage in the game goes to the B4, Sturmtiger and many other Howitzers. Low risk unit? One flanking stuart or T70 can take it out as it gets crew shocked each time it gets a damaging hit (which is almost all the time at the rear). It can't protect itself, so you need to protect it or it's dead weight. I'd say that's the opposite of a low risk unit. If you want to counter it in 4v4s and cannot flank it - have a Soviet player with a ML-20 or B4. Team composition is important. Now let's look at your so called "fix", which is according to you the perfect solution. 51 pop. That means you can barely field enough to keep it save from flanks and that unit alone will drain you of so much manpower, you'll probably never see it fielded except in low skill 3v3 or 4v4. The unit already is rarely seen 1v1 or 2v2, after such a fix probably never. Instead of such a dumb fix to accomplish the same one could make a limitation of one on the field per player or like the Tiger Ace a one time call in. That would accomplish the same, but in a way that does not ruin it for other gamemodes. Besides that I don't think that it needs a fix in that regard, if the opponent can field so many units, you already made a major mistake. I hope this shows you that it's not so easy to make balance. You have to look at all game modes and from all points of view. You need to sometimes be creative about how to change stuff instead of going for the most obvious solution. I'm just annoyed by people who constantly shout "Aw ma gawd, Relic Y U NO BALANCE?", but then make badly researched suggestions that show they did not even really understand the concept of some things. Ignorant, but loud and complaining. In: COH2 Balance |
Thread: Official Obersoldaten OP Thread2 Jul 2014, 22:25 PM
Obersoldaten can easily be hardcountered by a ton of infantry units. A HMG with a spotter will obliterate them, in the defense mortars are a pain for them. Snipers also easily kill them. There are some counters, not many, but some. Not every unit needs a counter of the same kind. If your opponent is teching for Obers you can usually field a Stuart or a T70/T34. In: COH2 Balance |
Thread: Official Obersoldaten OP Thread2 Jul 2014, 18:49 PM
StG44 Obers actually SHOULD beat Shocks in almost every case. The infrared StG44 is less of an upgrade, but more of a sidegrade turning it to a short/mid range focused squad instead of a long ranged one. At roughly 550 MP value (400 + 90 * 1.66) they are the most valuable infantry squad ever. Second most valuable is the PGrens with Schreck (340 + 120*1.66 = 540) and third is Paratroopers with 535 value. Added Fallschirms to http://www.coh2.org/topic/18852/official-obersoldaten-op-thread/post/175033 btw. You can nicely see how they are something of an intermediate between Obersoldaten and PGrens not only in role (not as extreme short/long range), but also in overall performance. In: COH2 Balance |
Thread: Official Obersoldaten OP Thread2 Jul 2014, 18:38 PM
Just as a reminder - this is always averages. You can hit more or less etc. Every single Shock entity needs 80 HP * 1.5 armor = 120 small arms damage to kill. There are 6 Shocks, so 6 * 120 = 720 damage to kill a whole squad. Every single Obersoldat needs 80 * 1.25 armor / .75 incoming accuracy = 133.33 small arms damage to kill. There are 4 Obersoldaten, so 4 * 133.33 = 533.33 damage to kill a whole squad. Keep in mind that some weapons have penetration values (M3A1SC, M3A1HT, M5, HMGs, ...) which kill quicker as they will pierce the armor more often. Edit: Actually calculating the chances for a Obersoldaten StG44 squad to win against a Shock squad at close range is borderline impossible to do without certain assumptions. If you make the assumption that all entities stand equally far from each other and they always focus one entity, then the calculation gets rather simple. Calculate the time it takes for either of them to drop an opposing entity and save how much dmg the other did till that point in time. Recalculate the damage of the squad lacking one entity and repeat (one starting at 0 the other at the dmg they already dealt) until all entities are dead. Anyone can do that. It's simple, but it takes some time and effort. In: COH2 Balance |
Thread: Official Obersoldaten OP Thread2 Jul 2014, 18:15 PM
Fallschirms are 380 manpower. They get called in for 440 manpower, but their actual value is 380. If you reinforce them it says "47.5" right? Reinforce is usually half the entities value. -- 0 -- 5 -- 10 -- 15 -- 20 -- 25 -- 30 -- 35 71.09 71.09 28.90 04.33 02.69 01.45 00.59 00.59 Shocks 33.65 32.87 32.14 31.43 30.71 29.96 28.98 27.99 LMG34 Obers 64.24 62.99 54.23 36.92 29.44 24.20 19.04 14.34 StG44 Obers 59.22 59.22 49.86 30.44 22.07 15.98 10.23 04.83 PGrens 42.11 42.11 38.36 30.47 26.55 23.61 20.92 18.46 Fallschirmjäger Keep in mind that the StG44 for the last one are better against cover (they do NOT ignore cover, but do not have so much reduced dmg vs it) and have better moving modifiers than the LMG34. Also added PGrens since a lot of people say they have such a low damage. At 14 range they actually deal more dmg than Obersoldaten and as you can see they almost deal as much damage as StG44 upgraded Obers. In: COH2 Balance |
Thread: Official Obersoldaten OP Thread2 Jul 2014, 17:56 PM
Shocks and Obersoldaten are price wise pretty well aligned to be honest -- 0 -- 5 -- 10 -- 15 -- 20 -- 25 -- 30 -- 35 71.09 71.09 28.90 04.33 02.69 01.45 00.59 00.59 33.65 32.87 32.14 31.43 30.71 29.96 28.98 27.99 The difference is, that Obersoldaten have a good dmg output at all ranges, but are only a 4 men squad and their LMG (which is ~60% of their DPS) can drop. I think Shocks need to get a bit too close and their damage drops off to much. I'd remove the armor of Obersoldaten and their 1.25 accuracy against retreating squads. If that turns out to be insufficient I'd go for .05 less accuracy on all ranges. If they still feel bad at that point, I'd go for making them weaker, but also cheaper as I am not a fan of such elite troops. Once again, Obersoldaten might be slightly overperforming, but not by far. It's mostly their long range damage profile that really makes them feel so strong. If Shocks get a flank on them they kill them hard. Since JHeartless mentioned it: Obersoldaten should not be in between Shocks and Fallschirms. Fallschirms are 380 MP Shocks are 390 MP Obers are 400 MP In: COH2 Balance |
Thread: Truckpush (not crush!)2 Jul 2014, 13:49 PM
Just the first 2 or whatever minutes. A small proof of concept that you can still use the pushing to make Rifles move around and allow you to close in with Sturmpios and kill them. Since the trucks are free (3 minutes to get the next one after the last one died / was converted) there is not much incentive to not use them this way. Usually you can't get a puma out till min ~5/6, so losing the truck at min 1-2 is no problem. Please give trucks a 200 MP value and remove that from the teching, so losing them actually hurts and they are no free scouts. Rest of the game is just a usual placement match. In: Replays |
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