Whether is likely, feasible or needed to change sniper mechanics, i'm gonna say blobs do use cover.
The unfortunate case of what is called craters.

Thread: Sniper Cover Concept23 Apr 2019, 23:52 PM
Whether is likely, feasible or needed to change sniper mechanics, i'm gonna say blobs do use cover. The unfortunate case of what is called craters. In: COH2 Balance |
Thread: IS-2 and soviet tank veterancy23 Apr 2019, 22:48 PM
What i mean is that IIRC there are bugs with how vehicles interact with active abilities as this one, once the vehicle gets decrewed and then recrewed. Not been able to return to it's original state, because it's part of a vet ability which it can no longer acquire (at least in a realistic way) as the vehicle is now vet 0. In: COH2 Balance |
Thread: IS-2 and soviet tank veterancy23 Apr 2019, 22:16 PM
Recrewed vehicle ? In: COH2 Balance |
Thread: OKW "Owl" HT and Special Operations rework idea.23 Apr 2019, 08:41 AM
Have they been able to fix the infra red map hax bug? I don't think we at the point of removing anything from the base factions and this whole beam spotting mechanic has been broken since WFA went out of beta. If we had better mod tools, the idea at least would sound plausible. In: COH2 Gameplay |
Thread: Ostheer infantry getting 5th man with veterancy.23 Apr 2019, 08:34 AM
Since there are no "classes" as in CoH1, Elite in this game is just a combination of factors which puts it above what we considered "main line" infantry. Received accuracy/armor/soon to be removed dmg modifier, normal nade/nuke nade/satchel/cancer nade/smoke, DPS, utility, cost/reinforce cost. PG since CoH2 was released, was the standard and only "Elite" unit OH had. Just because we keep adding new units through DLCs and faction power level changed, it doesn't mean that the role they perform has changed. In regards to the "weight"/classification on tanks, I'll say the most important aspect is HP pool, followed up by firepower (either it been AT or AI). Panther/Pershing are just Premium/Advanced mediums. You can't really call a normal medium to a T3485, KV1 or E8 but you do so do it with the OKW PIV even if it's heavier armored. Same shit with Pershing, it has firepower and armor but lacks the raw HP pool to be a heavy tank. Going back to grens: I don't think there is a single specific thing holding them back, at least not as much as it was a couple years ago. Most indirect fire had been nerfed (mortars and artillery), formations has been improved and slowly and steadily DPS max potential from WFA/UKF as well as heavy cheese has been nerfed. So, what is still lacking? TBH, i'll rather see explored buffs AROUND grens and slightly touching the scaling of other factions than adding a 5th man to Grenadiers. For example: -Small nerf to long range DPS of bar while keeping it equal at close/mid. Not sure about UKF. -Cheaper/faster/easier to use medkit at BP3. It could be changed to be a single drop no AoE healing crate. -I had advocated before that i'll rather see a late game 5th man Pio instead of a 5th man. Capping/recrewing/repair would be improved without the whole problem with blobbing. -Making plain bunkers and reinforce bunkers more viable without touching healing nor MG bunker performance. This can be done by heavily reducing the cost of constructing a bunker but moving the cost to the upgrades. We shouldn't have to increase OH late game grens staying power during combat, but rather how they can stay in the field AFTER combat or soft retreating. In: COH2 Gameplay |
Thread: Walking Stuka consistency issue 23 Apr 2019, 07:38 AM
Background is: there is a good reason why we moved from 50s cd units by basically doubling the cd on all artillery pieces. Because 50s vet 0 without counting bulletins is stupid, specially when it the earliest artillery to arrive in the game. It might not break 1v1 but it would definitely be an issue on 2v2 and above. IIRC (and cause i can't access modtool atm) the vet on Stuka hasn't change so it should be getting the usual 40% ± with vet which would put it at around 30s. On the other hand, i wouldn't mind if they moved the flame barrage to vet 0 and give it a low muni cost and a reduced cooldown. In: COH2 Gameplay |
Thread: Comet tank has been too nerfed.22 Apr 2019, 18:09 PM
From memory, i think most if not all tanks (not counting light ones which might have an exception here n there) should have some kind of reload buff at certain vet level. Maybe the OKW ones, like KT might have it at vet levels pass vet3. In: COH2 Balance |
Thread: Falls should need munition to upgrade fg4219 Apr 2019, 16:26 PM
They cost a lot so they do deserve the FG42 by default. It is like saying, Oh, give Shocktroops all bolts actions, make them have upgrade to PPSH. The funny thing is, that would made them utterly OP. They were cheaper and it was realised that making them expensive MP wise, was the one way to balance them out. Same here with Falls. In: COH2 Balance |
Thread: Clown Cars12 Apr 2019, 18:31 PM
This is a clowncar. ![]() I'm not sure if i could call the shock light early vehicles a problem or not. They are what is called "cheese" strats/units in RTS. What you propose is to make them irrelevant in the only moment they are useful. You would need to give them Kubel levels of utility in order to make them work (and kubel doesn't work because the utility is locked down behind unattainable vet). Changing the accuracy values wouldn't work neither, if we consider flame based clowncars. In: COH2 Balance |
Thread: Overwatch Flares12 Apr 2019, 18:17 PM
I think another way to keep the ability as is and fair, is to remove the vision provided by the flare and instead just give the minimap vision. This way it would put it in the same power level/utility wise as the SU radio ability. This was the main selling point of the commander, when it didn't have as strong tools as it has now after rework, so a change to it should be fine. In: COH2 Balance |