Good stuff
Great, thanks for taking the time.
I know your hands are partially tied here, and making changes is hard, but I appreciate how much work you have already down and I think the game will be much improved as a result.
Thread: Winter Balance Preview Changelog29 Nov 2016, 16:38 PM
Great, thanks for taking the time. I know your hands are partially tied here, and making changes is hard, but I appreciate how much work you have already down and I think the game will be much improved as a result. In: Lobby |
Thread: Winter Balance Preview Changelog28 Nov 2016, 20:44 PM
I actually really like the patch. You have to keep in mind the point of the patch is to draw the factions closer together and help them be better balanced against one another, but without the ability to solve all our problems in one go. I would also like to point out the modders have done a wonderful job of responding in very detailed comments to people placing legitimate ideas and who avoid flaming. You are getting updates right now before it goes live with a chance to make changes! Take advantage of it, and don't whine please. Some changes are still questionable and I am glad to see the modders evaluating these. I don't think the Stug E should have a TWP ability at all. This is an AI tank, with the ability to support against light vehicles, it should not function as a crappy AI tank with the ability to stun other vehicles. A barrage may be more in line with its actual design and would help it last into the late game by keeping it further back at times. Sniper changes are very powerful, will have to play and see how these work out. Significantly impacts Wehrmacht more since they have so much sunk when they go into an early sniper strat. Guards may be a bit overnerfed here. They are clearly over performing for cost now, but this takes them back quite a bit and nearly demands the use of merge for them to stay cost effective. 222 damage is now more consistent and cost is fairer. I like these changes. Spotting scope adjustment is nice, since it was silly when applied to this unit before, and was completely forgotten about by Relic for more than 3 years now. PG's with G43's is a tough nut to crack. Does giving all of them G43's (as Machine suggested) work? The idea of a sniper squad was really nice, but predictably unfair, but good thinking to try. Could PG's with G43's also be offered an activated suppression ability at some munition cost? This would help them in their role of AI and infantry flanking, while also providing a more nuanced way to upgrade their power. [Thinking something along line of G43 from COH1] In: Lobby |
Thread: [1v1] Soviet vs OKW Pumas17 Nov 2016, 23:44 PM
Ok, I watched the match. I was pleasantly surprised to see some good micro at many points, and you were certainly evenly matched with your opponent. To address your biggest complaint, you need to use mines. You need to be placing them all the time, and you need to be using AT nades more often. To be fair, the Puma's big draw is its ability to sneak out of combat and extend its life, so it will always be a hard target to hit. You also kept your AT gun cloaked frequently, and while this does give you the element of surprise on the first shot for sure, you have a really hard time moving or even reloading, since all crew movement are slowed down. I find it only useful in a few situation. You should also try using the tac map more often. There were many times were squads were off for long periods without orders. You got very lucky in the beginning of the game, but you did not fully exploit the advantage. He was down to 2 squads and you had 4 that could cap. At that point you should have spread out and decapped everything. If you choose to fight with T34s be aware they are only as good as puma's at best. They trade with them find. Try to space them out to trap puma's on the move. Use attack ground whenever you anticipate smoke. Low health puma's are prime examples of this. Be a little more careful with squads. The Stuka did wipe some, and this is going to happen, but you struggled to get and maintain vet on the field. Try to keep squads alive into the late game. My biggest piece of advice is to use mines. You have the fundamentals largely down. You need to practice to get better, but you will shortly. In: Replay Reviews |
Thread: [1v1] Soviet vs OKW Pumas17 Nov 2016, 16:38 PM
Hi cochosgo, I will take a look at this latter today. If you are having trouble hitting vehicles you need to extend the time in which they are vulnerable. Use mines and AT nades to slow them down, or use button to hold them once you have the ability to blow them away. In: Replay Reviews |
Thread: Any news on possible upcoming balance patch?17 Nov 2016, 16:34 PM
You keep saying "no one" but I do not think you know what those words mean. T34 was not cheaper than a Puma because you are ignoring its arrival time. There is a thing called opportunity cost, which you have ignored, that significantly impeded the efficiency of the T34. It is now in line with other tanks. Possibly the 85 version needs a slight reduction in that power. Penals were outright ignored in any meaningful level of play before they were buffed. Check some replays. Rifle spam is boring and struggled on maps with buildings. Grenades were not sufficient to deal with garrisoned units on many maps.The mortar is quite different from its role in the original mod and as a result is painfully OP. Indirect fire buffs, I actually forget about the Scot and Major, both of which were made so they could actually be used in game instead of completely ignored. If you are struggling vs. Major arty please post some replays, both are I feel very balanced now. The SU85 was redundant because of its role overlap with the SU76. It actually received a sizeable nerf vs. medium armor in the patch. The Jackson simply had its vet split up, a very slight buff. This was to allow it to perform its role since it effectively has 0 armor vs most AT weapons, hint they always penetrate it. Don't allow your personal views to get in the way of balance. You will also note that the green bar below my name means that I work to improve the community experience on this site in different ways. It does not mean I am somehow perfect, there is not even a long written test I have to pass to get the green bar. You will also note I mentioned in the prior post that I could not remember, which was a polite way of saying feel free to let me know of things you feel are unbalanced related to the patch and I am too lazy to go back to the patch notes, not that I am trying to ignore pieces. New balance patch is probably quite a bit away, I suspect there are few people still working on anything COH2 related right now. In: COH2 Balance |
Thread: OKW Tank Artillery ability/ (OKW/OH) Panther A.I. buff14 Nov 2016, 21:16 PM
Can we stop with the "panthers are bad!!11" meme? They are more than deadly, and almost invincible, most of my games when I play as axis I just stall until I get a panther or 2 then I just use as a wrecking ball into the enemy defense. and if you get out of position you can just blitz with a huge grim in your face. This must be in larger game modes. I challenge you in small 1v1 modes or even 2v2 modes to get 2 panthers as Wehr, it is outright impossible. Their lack of damage to infantry, and their only decent performance against tanks make them significantly less useful than the comet in all situations. This thread is mostly about the Tank Cmdr for OKW, which is not directly related to this issue anyway. In: COH2 Balance |
Thread: Any news on possible upcoming balance patch?14 Nov 2016, 21:12 PM
It wasn't relic's mistake to; The things you have listed in the patch above were to help with numerous problems. The T34 did need a buff vs infantry because it was lackluster. Penals did need a buff because they were useless, the problems they have now are related to dropped weapons and the potency of a flamethrower on a larger squad with excellent AI. The T0 mortar makes USF slightly more interesting to build since there is more than riflle x3 as an opening. Allied tank destroyers received, to my recollection few buffs. What did happen was the SU85 was moved to a more reliable heavy tank destroyer, and the Jackson got its sight buff broken up so it could actually kite. Indirect fire from the Allies, again, this is just the USF mortar, no others got buffs to my knowledge. Gimmicky abilities added? I am hardly an "Allied" player, I play all factions I prefer Wehr and OKW. The mortar is the big problem right now because it is completely dominating the meta, it needs to be changed right now. There are other issues, not least of which is unlock weapons, potency of Allied infantry vet, Brit power curve, and the Stuart/T70 meta. Stop attacking straw men. Since you don't seem inclined to even try to understand the mod, or why the changes were made, your rant is little more than yelling in the wind. To add to that I originally addressed a post that targeted Mirage because of the mortar, I never commented about the other issues you seem so upset about. Now that I have I hope you understand why these changes were made. If you don't Mirage is an active part of the community and you can message him for details. You also forgot to mention that Relic did not make many of the changes in the Mirage mod, so they did make their own choices. Ultimately whatever was in the mod was a gift, a place to show off a better version of the game. They took pieces and left others, and in so doing they are responsible, in the entirety, for the current state of the game. In: COH2 Balance |
Thread: Any news on possible upcoming balance patch?13 Nov 2016, 18:09 PM
Don't attack Mirage for something he didn't do. Also the mortar was needed to make USF have some other option than 3 rifles and provides them real utility on city maps where grenades at every engagement are not practical. You should also remember that the Lt comes with no indirect fire, so having some base of indirect fire for USF is important, otherwise you have to go Cpt to get it. That could be after the 10 minute mark in some games, no other faction has to wait this long for general purpose light artillery (i.e., mortars). In: COH2 Balance |
Thread: OKW Tank Artillery ability/ (OKW/OH) Panther A.I. buff11 Nov 2016, 16:21 PM
The commander upgrade is useless right now. The artillery is lack luster even on non-mobile targets, and the sight range increase is not noticeable. This is partially because OKW has so many infantry units and so few tanks, so it is very unlikely tanks will be alone with infantry at least providing some screen and increasing their sight that way. Having said that the commander itself is ok, some of the other abilities are useful or good (crew repairs is also useless, might need to be passive and take longer). The OKW panther is not underperforming, it is fine. The Wehr Panther is hardly worth building. The issue with the comet is its potency against all targets. It first pushes off infantry and then turns to tanks with little to no support. If you ever even get close to killing it the insane speed allows it to escape. Cromwell is also too good for cost. Many of these problems are related to power creep we saw as new units were brought in and older units were left behind. In: COH2 Balance |
Thread: P47s and Stuka Loiter10 Nov 2016, 20:05 PM
At first I thought this was going to be about buffing the P47 rocket attack, then I read on... If anything the German ability is far superior. It is shooting at lower health tanks (in general), it is cheaper, its shots don't miss because of target direction, it can damage infantry mercilessly if they are near the tanks, and it contains its damage in fewer passes making planes less likely to be shot down. If the problem is the combination with the rifle blob, then the issue you are talking about is rifle blobs. Certainly the USF needs work, but I really don't think a larger problem is this strafing attack. In: COH2 Gameplay |