Go read the patchnotes from UKF's release.
It's nerf after nerf after nerf because Relic always overpowers their new releases.
You are talking about different things.
1v1 UKF was crap.
Teamgame UKF was completely BS.
Thread: What to do with OST?10 Mar 2020, 21:47 PM
You are talking about different things. 1v1 UKF was crap. Teamgame UKF was completely BS. In: COH2 Balance |
Thread: Unusual Ostheer Suggestion10 Mar 2020, 21:35 PM
![]() Serious mode on: gonna lock the thread cause it devolved in "NO U" back n forth and there are others to discuss the recent changes been applied to the mod preview. In: COH2 Balance |
Thread: Winter balance mod 2020 V1.310 Mar 2020, 03:01 AM
All those bonus at the same time are not gonna stay but it's better to test from the high ground and tuning down than from the low ground and tuning up. In: COH2 Balance |
Thread: Winter balance Mod (1/2020) Bug list9 Mar 2020, 20:43 PM
For version 1.3 Encirclement Doctrine new meta. You've heard it first here. In: COH2 Bugs |
Thread: Winter balance mod 2020 V1.39 Mar 2020, 19:10 PM
Official changelog https://community.companyofheroes.com/discussion/comment/287540#Comment_287540 Donwload link https://steamcommunity.com/sharedfiles/filedetails/?id=1976938113 Version 1.3 Changes Generalist Medium Tanks In order to make generalist medium tanks more viable in the current meta, their durability is being increased by lowering their target size, making them more difficult to hit. These changes should reduce the chance to get hit by 7-10% on medium to far range - ex: an 88% chance to get hit becomes an 80% chance. The changes will not apply to Tank Destroyers and specialist vehicles based on a medium tank chassis. Units like the Sherman Firefly and Sherman 105mm will remain the same due to their role. Panzer IV, Panzer IV Command Tank, and Panzer IV J Target size from 22 to 20 Sherman M4A3, Sherman M4A3 (76), Sherman M4A3E8 Target size from 23 to 21 T34/76 and T34/85 Target size from 22 to 20 Cromwell Because of the above changes, the Cromwell is losing its target size advantage over other medium tanks. This is being compensated with a boost to its MGs to allow the tank to better combat infantry. MG cooldown duration from 2/3 to 2/2.5 MG far cooldown from 1.5 to 1 MG mid cooldown from 1 to 0.85 MG far accuracy from 0.35 to 0.4 MG mid accuracy from 0.55 to 0.575 USF M36 Jackson In order to make the Jackson more vulnerable to medium tanks when caught out of position, its armor has be decreased. Armor from 130 to 110 Pershing Similar to the IS-2 and the Tiger, the Pershing will receive a small adjustment to its near AOE damage, reducing the likelyhood that it will kill multiple infantry models with a single shot. AOE damage near from 1/0.4/0.175 to 0.75/0.4/0.175 AOE distance from 0.25/1.5/3.25 to 0/1/3.25 Ostheer Grenadiers Due to new changes, we are removing the reduced reinforce cost on Grenadiers. See Heavy Panzer Korps changes below for more details. Reinforcement cost from 28 to 30 Tigers (All Variants) The Tiger got quite a few adjustments that were deemed necessary to remove some of its somewhat oppressive performance. To compensate, we are granting the Tiger a bonus to its turret traverse speed at veterancy 2, something it lacked due to its previous scatter bonus which has now been removed. Veterancy 2 now adds +30% turret traverse speed Heavy Panzer Korps In an attempt to increase the power of Ostheer's late game without increasing the power of its units, we are giving the structure a passive bonus for the army. This will reward players for teching to T4 and allow Ostheer to be more aggressive by reducing the bleed on core infantry units. The increased capture speed should also allow Ostheer players to retake sections of the map more quickly in the late game. Now provides reduces the reinforce cost of Pioneers, Grenadiers, and Osttruppen by 2 Reduces the reinforce cost of all team weapons by 10% Increases the capture and decapture rate of all Ostheer infantry units by 25% OKW Command Tiger The Tiger got quite a few adjustments that were deemed necessary to remove some of its somewhat oppressive performance. To compensate, we are granting the Tiger a bonus to its turret traverse speed at veterancy 2, something it lacked due to its previous scatter bonus which has now been removed. To make up for the removal of the Panzer Commander upgrade, we are removing one of the penalties of the 'Command Tiger' ability to encourage the use of this ability. Veterancy 2 now adds +30% turret traverse speed Command Tiger accuracy penalty during 'Command Tiger'ability removed Panzerfusiliers The increased range to AT Grenades from veterancy 2 made it too difficult to kite against Panzerfusiliers and gave them too much range against most vehicles when combined with their 5 to 6 man squad. This is being addressed. Furthermore, units will now callout Panzerfusilier grenades that are being thrown. Veterancy 2 AT Grenade range boost removed Fixed an issue where Panzerfusilier Grenades did not have a callout/warning when thrown. Sturmtiger Due to all the recent changes to all heavy tanks, the previously established restriction of mutual exclusion with the Tiger II has been removed. Can now be called in if the Tiger II has already been deployed (or vice versa) IR HT The overhauled Infrared Searchlight Halftrack is getting slightly more sight range to make it easier and less vulnerable to use on the front line. Sight range when set-up from 70 to 80 Soviets Conscripts In order to slightly reduce strength of the Mobilize Reserve upgrade, the reinforcement reduction has been slightly lowered. Mobilize Reserve reinforce reduction from 3 to 2; changes reinforce cost from 17 to 18 In: COH2 Balance |
Thread: Bren vs vickers9 Mar 2020, 14:45 PM
Vicker K is around 119% better at range 35 and worse bellow 9. Just curious why you always word it this way with % instead of the more commonly use of saying it's just 19% better. In: COH2 Gameplay |
Thread: Panzer IV Command Tank8 Mar 2020, 23:33 PM
From a balance point of view i agree. From a design point not. In: COH2 Gameplay |
Thread: Panzer IV Command Tank8 Mar 2020, 03:54 AM
Outside of MobiDef meta yes. But it's like removing a "cooperative" component from the game. Should all auras only apply to your own units? Should medics only heal your troops? In: COH2 Gameplay |
Thread: What to do with OST?8 Mar 2020, 03:50 AM
You are not going to deal with those in a vacuum or 1v1 arena match up. I specifically said the M36 is an issue but as OH you would rather be facing an army of M36 which are not going to do anything against your infantry and support weapons rather than a Pershing which will nuke them to the sky. I mention both the Stug and PV cause those are the 2 vehicles which i feel like could get some smaller adjustments. ANY nerfs on TDs are not going to meant shit against T3. Look, OH had been fighting with their current roster for years and fighting 60 range TD and didn't get dominated. Their had been metas on which it had been better or had been worst. But not because they can't deal with TDs. In: COH2 Balance |
Thread: Panzer IV Command Tank7 Mar 2020, 22:20 PM
It was suggested when they tuned down the bonus from 20%. But basically teamgame people complained. In: COH2 Gameplay |
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