Speaking for 3vs3 and 4vs4 game format only.
I'm sad for you, but I disagree completely.
All games were always the same with OkW using all the same units over and over.
Without this patch neither me or any of my friends would have return to the game.
Now The game feel new and balanced and we now must all adapt.
The good players will still be on top regardless of faction they play and the casual like me will at least have some fun.
Think this game as a new one and play without looking back. I'm sure you will return to success.
I've have watched 10 high ranked matches post patch with Axis winning half of them. yep it feel a bit harder then usual for the Axis and it's fine cause before the patch they would have would 75% of the matches.
If after some time, If the metrics show that the Axis are in the hole too much, well some adjustments will have to be made to rectify it. And so on.
Those changes were needed.
The mod team did a tremendous job and i think them for that.
Don't let comments like that touch you. The great majority of players are with you.
What i would like this game to have is 2 simple things :
1) In game automatic voice communications with options to mute teammates like all modern game have.
2) Automatic Drop penalty for the first player who drop on one side.( first who drop for Axis and first who drop for Allies) 3 minutes delay in automatching for first offence, 7 min for the second and 15 min for the third. All reset after an hour without dropping. (for automatches only).
Other players who quit after the first one don't have a penalty. (just surrender that's the way to do it)
Dropping (technical failure or intentional dropping) kill the game.
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Thx modders & Relic for the patch !!!!
Lets play ! |
My guess is patch hitting the 20 dec (2017 lol).
What's yours ?
Gratz and thanks to all Coh2 fanboys !!!! |
People don't get it yet, we will will have a fresh new COH2 to play with !!!
It's marvelous ! No more of the same old stale meta !!!
Add a ladder reset and it's Christmas day !!! (Dreaming still not a sin)
Thanks to Relics and the modders !!!
P.S There is not many games that permit it's community to have a saying in the matter of tuning... just that is already great.
Adapting is new the meta ! |
Its time for QA and last minute critical bug fix.
No more change, time to go live !!!!
We are ready to return to the game !!!! |
Core issue here. i would wait some time after the patch has landed and review it with a global balance perspective in mind.
Maybe it deserve a change maybe not we will see.
This patch has enough changes, it's time for the live test.
Let review it at the end of January.
Time to go live !!!!! no more changes !!! |
Implementing EFA revamp changes turned out to be an even greater hassle than originally anticipated. Hours turned into days, and we figured it would be more productive to get a first, working version out for players to try, while we hammer out UI. The same goes for British Revamp.
We'll investigate. It's possible that the penalty doesn't apply properly.
Both Relief Infantry and Rapid Conscription are possibly broken OP in DBP. Nobody cared about conscripts in live; now they're better. Relief Infantry requires too few losses to spawn ostruppen. Both also last way too long. They force the enemy player to either cede complete map control or have to face 2-3 new squads.
Ideally the officer should be there to cover basic close-combat needs. MP40 sounds like an interesting proposition. The problem, though, is that Ostruppen drop like flies out of cover, so moving aggressively won't help them.
In order to add hold fire (for camo), AT assault and detection we had to drop an equal amount of abilities. If you believe some of them are redundant, we can keep them out and re-add molotovs.
We can probably fix the downgrade aspect by giving a lower minimum aim time for AT nade assault. That way you deal equal-or-greater damage than normal nades before the tank can run out of range.
Currently, conscripts have a crappy version of cloak with detection radius equal to 10 (live version JP4). Snipers et al have a detection radius of 5.
We're open for suggestions!
Penals should probably be given a role to keep more options open for the doctrine. Currently the doctrine nudges you rather strongly to go for T2 (for camo AT guns). So, it would be nice to have a counter-point.
The ability spawns a small hull down deformation where the tank is planted. The longer the match goes, the more difficult it becomes to spot options. Bushes-in-FoW we can fix. I've only tried ambushing once vs Ulare, but that probably doesn't count, since I didn't warn him that any of this was part of the doctrine changes. Maybe he'll be more careful next time!
We can also alternatively make bushes appear at a distance further than the tank itself.
We're already planning on removing damage. It turns out that tanks deal a crapton of damage vs advancing infantry too, and that could be frustrating to play against.
The requirements for cloaking are 10 seconds out of combat, iirc. Detection radius for cloaked tanks is 20 (equal to live-version luchs).
Hull/coaxial MGs will automatically cease firing the moment the tank becomes stealthed.
There's also the scatter in-fow aspect. One of the primary reasons howitzers became obnoxious in FBP was because you could always reliably aim them at the enemy's base to score some low-effort wipes on retreating units.
The deflect damage is only on AP rounds; the tank can't fire while moving/rotating.
Guards can break hit the dirt almost instantly; so it's not as much of a double-edged sword as the conscript version. At the same time, they need to lay down for sometime before they gain the bonuses too.
The DBP is make me want to play again. Better balance and fresh concepts to test !!! Great job mod team !!!
Thanks Relic !!! |
Each unit or abilities should have its own purpose with possibilities for creative uses.
Demo charge purpose must not overlap too much over the mine's one.
As i see it:
Demo charges use : (including boobytraping)
Destroy structures :
-Only one per structure.
-Can only be placed on building, bridge, cover, wreck, defensive position like bunker.
-Must have at least a 4 sec arming period but detonate instantly (manual trigger).
-No need to have friendly in sight to trigger.
-Invisible to all but sweeper unit with the same detection range then mines.
-3 sec removing time/ no removing under fire. process must be started again.
-Can't be place on ground/tree or territory flag.
-Can't be placed if the placing unit under fire, building process is stopped immediately and must be started anew.
Mines:
-Must have at least a 3 sec arming period but will detonate instantly.
-Can't be laid if the placing unit under fire, laying process is stopped immediately and must be started anew.
-Invisible to all but sweeper unit with a short detection range (vanilla coh2).
-3 sec sweeping time/ no sweeping under fire. process must be started again.
-Mines must be swept or they will detonated : A moving blob + a sweeping unit will trigger a mine, meaning
a sweeping unit must go alone in minefield to sweep it.
Can't lay a mine in the blast radius of another mine.No overlap.
Mine blast should only disable/hurt/stun units but never wipe them unless they are already at 50% or lower of their hit points.
Give mines and demos to all factions. With guns, they are the bread and butter of warfare.
Important : Mines or any explosion don't trigger demos but minefield can be partially/totally destroyed by any explosion.
Comments ?
(Plz, help playtest the next patch it's important for the game's futur. (it's also great fun !!!)
Thanks modder team !) |
Absolutely.
However, we don't have the luxury of changing everything at the same time. This is why we need to prioritize changes.
First we fix Brits, then we fix USF and. Finally, if relic still gives us the option to make a 2nd pass over OKW we continue with changing the Stuka and nerfing King Tiger.
December Balance Patch means December. Ideally, we want to leave all 5 factions with some new toys to play with (and not just the commanders), so that everybody is content with the changes. This is because, as you've already witnessed, patches are far and few between. This means we have to hold back from throwing a massive revamp wrench at one particular faction.
If you have trouble realising why Stuka is OP (and will remain OP), you are probably misusing it. Look up on youtube about how to properly aim the stuka.
Personally, the three primary goals for the DBP is:
- Force all 5 factions to use a combination of units to achieve their goals at each stage in the game (e.g., no late-game Vet5 Volks spam > all)
- Make all factions require comparable micro input at all stages in the game, so that there's actual depth involved (i.e., getting to Vet5 should not mean that you no longer have to micro your infantry engagements)
- Adapt faction core/commanders properly, so that each faction has at least 3 strong and valid commanders to choose from, every game (i.e., no Armor Company every single game, just because you picked USF)
Great post +1000 |
Demo changes are a buff.
39% muni reduction >>>>> 3s timer.
I really consider anyone that thinks the demo 'nerf' is a 'nerf' is wildly inaccurate and needs to think through or playtest changes more.
It's a buff in my opinion, it's a 39% cost reduction (90 -> 65) to one of the most powerful abilities in the game.
- Top level players can still put them on the side of maps on strat points, and wait a few seconds before clicking it, no one will see the timer.
- put them on buildings (near doors ways), and 3 seconds won't mean shit
- put them on retreat paths and just time the three seconds out.
- put them where support weapons are likely to set up, and that's one dead support weapon.
39% reduction is way too cheap for demos 65 muni for something of that power is crazy to me.
If you can't play around a 3 second timer, i.e. your mental faculties aren't powerful enough to still use demos, you have to question what you're doing playing a strategy game.
The balance modders are suggesting a change here that I absolutely promise you will buff top level 1v1 Soviets.

They lose nearly all their tactical usefulness. Now they are confine to blowing inerte stuff. Not a deterrent anymore. 1.5 is more then enough. |