You don't need to make an overhaul of OH teching and units. Adjusting small aspects (#MakeVet1forEFAGreatAgain) without completely changing the overall performance is the way IMO.
I take for granted that the current firepower level is here to stay (LMG MLG meta) so i do think that a 15-20min BP3 upgrade for a 5th man isn't a wack idea (for SU it would be a faster/cheaper to reinforce Cons at T4 although they are mostly fine atm since Penals rework).
If we could had small frequently patches, i'll rather first test a better spacing on 4man squads first before any buffs. Problem is if any patch is meant to be implemented, it's gonna be with several changes on it.
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And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
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And if they were, you were playing dishonorably,
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Post History of elchino7
Thread: Ostheer infantry - old experience, new profits10 Jul 2016, 17:30 PM
In: COH2 Balance |
Thread: Make Ostheer lategame great again!10 Jul 2016, 17:25 PM
Stun was removed from those tanks. Unless coh2stats hasn't been updated ISU HE/Piercing shot, Brummbar and if we can consider it a "tank" Churchill AVRE and Sturmtiger* still have deflection dmg. *In the case of the ST it doesn't matter since it has 1000pen, this is not the case for the AVRE. In: COH2 Balance |
Thread: Some ideas to improve Wehrmacht10 Jul 2016, 17:16 PM
USF is overpowered atm, but the solution isn't to buff the wehr. This is how powercreep happens. Powercreep is not a problem as long as you balance accordingly. Either you nerf all the new things or you just buff the ol things to the new standard. What's easier: nerfing and adjusting 3 factions (USF-OKW-UKF) or just buffing/adjusting 1.5 factions (OH mostly as SU receive it's proper QOL on this patch) A 5th man should not be priority but i don't see it bad on trying it. In: COH2 Gameplay |
Thread: Make Ostheer lategame great again!9 Jul 2016, 21:47 PM
Cromwell...(which also deals deflection damage...) Deflection damage 1.00 Deflection damage multiplier 0.00 There's really few tanks with deflection damage atm. In: COH2 Balance |
Thread: Some ideas to improve Wehrmacht9 Jul 2016, 21:10 PM
1- 20% base increased DPS which can translate to 35% more or less as the LMG42 is the main source of DPS. The only squad which gets another model is RE and they are crap without weapons and lacks all the utilities from the Grenadiers (snare and nades). 2- PIV is not UP. What's the point of the Ostwind if you give the PIV pseudo Sherman capabilities. 3- G43 are a plain upgrade to Kar98 in the case of Grens, even on long range. As other said, you already have an LMG42, there's no point to add another stock upgrade. 4- What the Tiger gives up on been a sponge, it get its on AI capabilities. Improve armor? Rollback the increase range buff it received. It may not be a unit i want on 3v3+ but it's fine on the 1v1/2v2. Simil to JT/Ele/ISU performance. In: COH2 Gameplay |
Thread: Received Accuracy9 Jul 2016, 19:26 PM
Difference between RA/Size and armor is practically the same unless we talk about weapons with pen >1 It was changed from armor to RA for the sole reason that getting hit and not receiving damage was not "attractive visually". Only units which still have armor are Shocks (IRL), Assault Gren SL (?) and the hidden Assault PG upgrade. IB4 someone suggest this: If you move all RA bonuses from veterancy to only apply while in cover, this would push further the lethality on all units as they get increased accuracy through vet. If accuracy also only applies while in cover, NO ONE will take any initiative on attacks as they are gonna suffer great losses. This would lead to more campy play which further increases the role of indirect fire and artillery. IMO: -Reduce reinforcement cost at vet3 on Rifles and rollback terminator RA levels. No point on messing the whole ecosystem only due to 1 unit. Offtopic: upgrade LMG been king is a whole different issue. In: COH2 Balance |
Thread: Some ideas to improve Wehrmacht9 Jul 2016, 19:01 PM
Mod hat On: Before this get's derailed, you should realize what Miss Commisar is saying is on the same level of what OP is proposing. An exaggerated response to an exaggerated claim. Since my browser crashed, i'm gonna summarize your whole propositions OP into a nope. What i DO think it could be done to OH (IB4 someone asked for simil changes to SU; i've already done this in the past) is the following: Pio -Reduce popcap to 5 Pio/Gren -After BP3 is researched, unlocks on HQ an upgrade for a 5th man equal to UKF one. Fixes repair speed, AoE late game lethality, recrewing weapons without messing with the early-mid game. Vet 1 Field med kit -Removed from PG/AG/Arty Off/ST -Option 1: replace with a single medkit stash equal to OKW one. Reduce cost to 15. -Option 2: increase heal speed and heal amount to 80. Reduce cost to 15 Mortar -Vet1 Counter barrage range from 80 to 90 (from 106 to 120 on vet3) Sniper -Vet1 IR accuracy from 10.0 to 2.0 PG -Vet1: -10% received accuracy -Vet2: from -29% RA to -23% RA Overall it goes from 0.8/08/0.568 to 0.8/0.72/0.5544 Alternative Mirage option: "Field Medical Kit" changed to "Mark Target". This ability is used on hostile infantry causing them to take 15% additional received accuracy. During this time, the Panzer Grenadiers also receive this de-buff. -PG G43 upgrade: gives them the same JLI snipe abilities Alternative: just improve mid/long range damage 251 HT -Vet1 Infantry awareness becomes a toggle option which reduces HT speed by 0.5 -Passively gains XP of nearby units (simil to officers). Losses this if upgraded. 222 -Fix coaxial MG -Increase cost by 10f (+5 would be a fix, +10f should had been it's cost after it's HP got increased and the AC was made passive) -Same change as HT Infantry awareness Ostwind -Improved vet0 AA capabilities -MAYBE improve AI from base MG. Make it passive the upgrade coming from the suppression bulletin? (1 was barely noticeable although when stacked it did have effect) PIV -Reduce -5f cost PV -Improved base accuracy on the move. Assault Gren -Vet1 replaced with -10% RA and faster recharge on Sprint -Remove the 1.5 armor (if it's still there) from the squad leader. -Either slightly reducing reinforce cost or see how they could get improved with vet. Ex: vet3 unlocking an upgrade for a couple of Stg44 ? Artillery Field Officer -Popcap to 6 -Vet1 replaced with a light artillery barrage. Equal to vet0 major arty. Stormtroopers -Vet1: faster decap speed (this is thinking on their role on the Encirclement Doc). Since they have been added to Elite Doc alternative: -10% RA or Mark target (although it could get cheesy with Focus fire STG upgrade) -G43: gave them JLI snipe capabilities Alternative: give them 4 G43 250 HT -Reduce fuel cost from 30f to 20f Stug-E -Fix TWP. Right now it's using Stug-G TWP. -Reduce penetration from 280 to 100 (double base pen) and damage from 160 to 80. Then there's changes to Commander abilities (Stuka dive bomb or Defensive Commander for ex.) and overall performance of Howitzers which deserve a separate thread. I think i have gone through all/most of units and issues. PD: not sure if TWP on Puma retaining stun is an issue or not. In: COH2 Gameplay |
Thread: Improve abandon mechanic9 Jul 2016, 17:25 PM
Its most probably not that hard to do from implementation perspective but it may and probably will introduce a lot of ballance issues, sadly. I like the idea as a concept though. Yep. On an ideal world, we could also make use of the other criticals which are on the game (gunner, loader, driver injured/killed). In: COH2 Gameplay |
Thread: Fix the Pak 43 already9 Jul 2016, 03:26 AM
Working as intended. If you have problem playing against pak43s, i suggest you next time open a thread here https://www.coh2.org/forum/2/state-office and attach a replay. In: COH2 Balance |
Thread: T70 way too effective8 Jul 2016, 21:41 PM
On a serious note: +1 222 as OH is a great complementary counter after HP buff. OKW is just whatever you choose to complement your cloak rak. Reminder that T70 is the light tank which arrives the latest and has 320 HP (2 shot unless he spends 60 (?) muni on the repair ability) In: COH2 Balance |
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