Demo's are stupid in a game about unit preservation when they can wipe single units with ease.
I could see demo's being removed.
I could also see demo's receive a forced timer (like airborne) so they can deal with structures and houses but cannot be used on units. They would need a serious price reduction.
Placing only on certain objects I think is a must so that units can at least guess at where they are when they don't have a sweeper. Sweepers cannot follow every unit everywhere. Demo's hand huge strategic initiative to defensive players by forcing battles at only certain areas or forcing forces to be split up and limited in scope of engagement.
Demo's could also changed to a field like unit that when triggered by a the controlling player exploded over a period of 3-4 seconds to give units in the field a chance to retreat, but was devastating to blobs which were in the entire field.
Another option might be to simply reduce AoE and give them a reduced cost so they functioned more like manual mines.
I am hesitant to say limit it to 3 models per squad since that will create some weird feedback where units will be standing in an explosion and will simply walk through it like ghosts. This is not intuitive to players, especially new ones. Why should an explosion kill man x but not man y? Mines get away with this because their explosion is smaller and the disconnect is not obvious in game play. Also does it really pay to set a demo at 90 munitions if you are likely to get no more than 3 models? Could still be an option though.
I think its good to just brainstorm so that we can have some ideas ready in case we get to address this item.
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Thread: OKW Minesweepers vs Demo Charges.2 Jan 2017, 16:47 PM
In: COH2 Balance |
Thread: Buff the assault engineer please!30 Dec 2016, 19:27 PM
Demo charges for USF with a unit that has high DPS at close range and flames, enough said. I think what you are feeling is that the utility of this unit feels less powerful because the repair abilities it offers overlap 100% with every USF vehicle. The flames are handy on some maps, but not always required. Don't rely on this unit as a fighting unit (except in urban maps and once upgraded), but use it to make it harder for your opponent (demo's), and use its close range firepower to protect support weapons (AT guns, MGs, mortars, Howies). Units that ignore them when closing to deal with support weapons will be punished badly. Any changes to this unit would be ever so slight. Elite vehicle crews on the other hand need to be looked at. I just don't see a use for an expensive short range unit with limited vet to help it when I want them in vehicles anyway. Maybe it should offer something else? The commander is already very munitions hungry. In: COH2 Balance |
Thread: Why the flamer HT is not addressed in WBP?24 Dec 2016, 22:36 PM
I don't see much constructive here, especially if this is a weak attempt to provide cover for insulting the balance team. If the wasp is not at as good as it should be make a thread about that. I have yet to see a reason the FHT is not a fair unit considering its high cost, and limited time frame, after which it has to be defensive. It also loses its ability to reinforce units, and yet the vet is largely targeted at that function. At most this unit needs a slight change to damage to garrison since it can be hard to react with less than full health MGs, but even that has to be slight since it really is designed to punish defensive building play. In: COH2 Balance |
Thread: Balance for infiltration squads badly needed?24 Dec 2016, 22:31 PM
Again, that is only if the sniper has full health. Otherwise the Jaeger can actually one shot the sniper. This also is a somewhat arbitrary distinction, since being in range of one squad member nearly guarantees that you are in range of the other members, and the team of four function as a sniper unit, albeit with slightly less power than a traditional sniper, but with huge amounts more of survivability and utility. It is quite possible to jump out of a building and one shot a sniper down. The reason I am making this point is because the way you describe it you make it sound like the Jaeger's do not have a sniper model, and they absolutely do. This is important to remember when fighting them especially when squads are at low health. In: COH2 Balance |
Thread: Balance for infiltration squads badly needed?24 Dec 2016, 16:59 PM
Your statement as written is incorrect. Jaegers have a G43 member that crits members when the health of the opposing target falls below 75% and a penetrating hit. In most squads this results in a somewhat inconsistent model drop because it relies on RNG. However, when fighting snipers all members of the squad fire at the same model making for far more consistent model drop. In fact, with the received accuracy of the sniper Jaegers will rapidly drop the health and with one good shot will crit a sniper. How is this not a one shot-one kill on the G43? The only limitation is that the sniper needs to take some damage first. PF do a good job on snipers for a couple of reasons: 1) they have too many models to be bled away by the sniper, 2) they have long range high DPS rifles that fire accurately on the move, 3) all their vet focuses on closing gaps quickly, increasing accuracy, and providing more sight. While I agree that OKW will have a harder time dealing with snipers if infiltration units are modified, this is also the case on many maps anyway. There are currently plenty of maps where a good player can keep their sniper away from buildings that can be used. The changes to the snipers in the current mod will come as a nerf to this unit, and I think it better to continue to nerf that unit rather than leave a questionable mechanic in the game. Falls spawning on retreating maxims and the drop-pickup-drop "bug" taking over so the MG gets wiped is stupid. In: COH2 Balance |
Thread: 1V1 USF vs OST Langreskaya / hard time!23 Dec 2016, 23:07 PM
Hi aadrien, You have a request in at a bit of difficult time of year. If no one gets to you before the New Year I will be happy to take a look. I am currently away from a computer that can operate COH2. As a general rule, USF will weaken in the late-late game. Your goal is to win before that time or amass enough armor to overwhelm him before he can pick you apart with stugs and Tigers. In: Replay Reviews |
Thread: Relic Winter Balance Preview v1.3 Update16 Dec 2016, 22:18 PM
Indeed it is the COH2 way, in that the game is quite a bit different than COH1. While I prefer COH1 I have to work with what I have. T1 on Wehr absolutely has lite AT, in the faust, or as Australian pointed out the teller mine. Lite AT meaning that the unit can slow a mechanized unit and buy time until a suitable answer is developed. Fausts for instance buy time until the AC can arrive and keep them back or hunt them down. If someone went T1 and had to go T2 then you set up a situation where teching is linear or T1 is never used because it costs twice as much as T2. The penals with PTRS are not strictly early game. Since they require a large munitions investment they are late-early, early-mid game, and you probably won't want to go with them unless you specifically give up on getting hard AT. In this case you need to rely on commanders or some other trick to keep you going for your first vehicle. On top of that you give up your powerful AI squad, with vet targeted at that for some AT to hold the line. I am not disputing the power of T1, in that it has utility, but forcing it to play without any back up plan makes it such a high risk playstyle it is unlikely to be used. PTRS penals may not be perfect but I haven't heard too many other good ways to make T1 attractive once penals are nerfed. I did leave off Soviet Cons with AT nades, which certainly are there, and should be considered as well. I don't think we should automatically accept PTRS penals because the balance team is trying them, but I do think we should try them in the mod first. In: COH2 Gameplay |
Thread: Relic Winter Balance Preview v1.3 Update16 Dec 2016, 21:29 PM
T1 was originally designed to be played with an elite infantry, specifically guards. However, this prevents any commander without elite infantry from being part of the meta and it makes it hard to balance the game around. By adding a lite AT option you open the door to more commanders while preventing Soviets from getting rewarded for going T1 if they make a mistake. Right now penals have some insane bonuses and they still aren't used every game, which means when they receive their nerfs they will be even more unattractive. The tier has to provide at least a modicum of AT since otherwise penals need to function as an elite infantry unit (you only get 1 or at most 2), but not dominate the early game. If you think PTRS penals are outrageous you need to provide a functional way to balance the meta. In fact all tiers currently have access to some form of light AT except Soviets. Wehr: AC, pak, PGs in T2 and grens in T1, USF: M20 w/ zooks, AA HT as light AT, Brits: 6-pdr. So the only unusual one is Soviet because if you go T1 then you end up in a place where if you don't win big early you lose. This means penals have to be extremely powerful, and it is boring to watch as it steam roles everything early. Instead provide more depth by allowing the game to continue on with more balanced play. In: COH2 Gameplay |
Thread: Cromwell and Comet in the WBP15 Dec 2016, 18:59 PM
Please read the balance patch notes, or even the balance patch itself. These units are out of scope. Both of these units need to be balanced and will be, hopefully, in the future. If you want to discuss them please do not insinuate that they need to be addressed in this balance patch. In: COH2 Gameplay |
Thread: Forward Observation Post15 Dec 2016, 16:45 PM
The commander this is present in has one great, game-winning ability and a couple of other useful things, the forward observation post is neither. Since the commander is entirely focused on funding Arty cover, not sure why you would have tons of munitions left over for other things, this ability could be removed and replaced by another that is already useful. However, any buff to this commander's attraction should be done carefully since this commander is absolutely game winning in 3v3+ on a single arty cover trigger potentially. In: COH2 Balance |
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