Changes it needs:
-Reduce MP cost from 480 to 440 (or somewhere else along those lines)
-Slight RoF increase on regular rounds
-Return Heat auto-attack, but tone down AoE at near to reduce instant wipes. It was gibbing even before the formation changes
-Fix the crew reinforce. Currently it's set to 1 instead of 0.5 for its reinforce modifier unlike most or squads and units.
Profile of miragefla
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Email: zventrsyn(rxg)ubgznvy.pbz
Broadcast: https://www.twitch.tv/miragefla
Steam: 76561198000322345
Email: zventrsyn(rxg)ubgznvy.pbz
Broadcast: https://www.twitch.tv/miragefla
Steam: 76561198000322345
Post History of miragefla
Thread: USF Pack Howitzer2 Mar 2015, 16:56 PM
In: COH2 Balance |
Thread: Grens...2 Mar 2015, 09:12 AM
Isn't the formula reinforce cost = (squad cost / number of members in squad) / 2? I think every squad in the game follows it (barring squads which spawn out of buildings or airborne) Not to derail, but here's how it works, if I read the AE correctly. The cost of the squad is the manpower of the total number of entities. Pioneers are set to 50 which makes the squad total 200 when accounting the four men in total. In a separate file there's the squad itself which has its own modifier for reinforcing. Most units are set to 0.5 for their reinforcing, so Strummingbird is mostly correct and that is generally the simplest way to calculate it. Weapon crews are similar, but their gun has its own MP cost accounted for in their total price. A maxim, for example is 60 while its crew is 30. So 60 + (30 x 6) = 240. In: COH2 Balance |
Thread: Grens...28 Feb 2015, 04:10 AM
It would be nice is our pioneers could actually carry their weight and be a semi-decent CQC unit for T1. Sure their DPS is semi-decent at close, but they have to be in hugging range and be standing still to do damage and they incredibly fragile when at this range. They are too costly for their reinforce compared to the other builders. We could either get them to be cheaper so we don't bleed as hard when we need them to act as meatshields against allied CQC infantry. I mean really, 25mp per model? And as Luvnest has said, fix the maps. A lot of them are not friendly to Ostheer since we rely on fighting at long-range to win our fights early on. In: COH2 Balance |
Thread: Ostheer: What is to be done?28 Feb 2015, 01:10 AM
Check the scatter on the weapons, not accuracy when taking infantry into account. P4 has a less scatter. In: COH2 Gameplay |
Thread: Ostheer: What is to be done?27 Feb 2015, 18:29 PM
When we're not talking about call-in meta, Ost pays the most in terms of MP for its tech. Ostheer: 200(BP1) + 120 (T2) + 200 (BP 2) + 160 (T3) + 200 (BP 3) + 160 (T4) = 1040 MP, not including the bunker or the initial T1 cost. Soviets: 120 (t1) + 160 (T2) + 240 (T3) + 240 (T4) = 860 MP, not including the grenades of medical upgrade. USF: 200 (LT) + 200 (Cap) + 240 (Major) = 640, not including any upgrades or ambulance. OKW: 200 (Flak) + 200 (BHQ) + 200 (Mech) = 600, may be a little off. Of course Ostheer has no upgrades as they are included in the BP upgrades, but those teching costs in terms of MP compared to the other factions. Infantry-wise we're no more expensive than our Soviet counterparts, but we can bleed more if we lose too many early engagements as grens are 30 per member and even pioneers come in at whopping 25. Of course, we can cause the enemy to bleed, so it depends on the engagements. In: COH2 Gameplay |
Thread: Best ideas you've heard today24 Feb 2015, 19:31 PM
I don't think the T-70 really needs much. Maybe a slight price decrease, but it's a really nifty light tank that guns down infantry with ease and is also an excellent scout/capper. M5, while coming later than the 251 is a better half-tack in almost all aspects and much better upgraded than the 251 is with flamethrowers. It suits well with heavy T2 play by reinforcing all those cheap-to-reinforce weapon. In: Lobby |
Thread: Wehrmacht Medic Kit 23 Feb 2015, 07:18 AM
Whermact sniper will heal near-instantly from this ability as well. And then die immediately from the next volley ![]() In: COH2 Bugs |
Thread: Ostheer: What is to be done?23 Feb 2015, 03:21 AM
The StuG E is OP? Jesus Christ now Iv heard everything. Unless there's a wall/obstacle or the Stug E is one a hill, it'll almost always nail a squad every time. Sometimes it'll even wipes due to the bunching mechanics and its accuracy/low scatter against infantry not to mention it fires incredibly quickly while dealing 80 damage per shot(max hp of any infantry model). In terms of AI power, the Stug E is probably unmatched and could use some toning down for its cost. In: COH2 Gameplay |
Thread: Ostheer: What is to be done?20 Feb 2015, 23:08 PM
I'm generally assuming Ost made their T1 which is 10 fuel. In: COH2 Gameplay |
Thread: Ostheer: What is to be done?20 Feb 2015, 18:01 PM
1. Grens cost more to reinforce, especially more painful early game as Ost cannot afford to bleed MP when getting their T2. Still not garbage as people say they are though. They do good work. 2. If you compare WFA to EFA, they get too many bonuses for their tech while the others get nothing. LMGs and rifle grenade are arguable, but that doesn't make up for the fact WFA have way cheaper tech than their EFA counterparts with added bonuses. Move their prices up is what I've been shifting towards in my mind rather than reduce the tech costs of other factions. (and change call-ins, but that's a different story) 3.320 MP 60 Fuel for BP 2 and the building versus USF 200 MP and 50 Fuel for LT. This takes much longer than the USF who do not need to be at base to build anything and USF starts with more fuel by 5 and generally have better map control, increasing said fuel income. ------- Here are a few things I think needs to be done with Ostheer units(only stating the buffs. not what may or may not need to be nerfed): 1. MG42: made more consistent. It's not bad, but aside from a small traverse buff, the MG42 needs to not fire the tiniest bursts at times and be more cosistent vs units in yellow cover that mess with its suppression thanks to its long cooldown between bursts. (It's not actually a pop shooter as people say it is, though. Maybe a little lacking at max, but that's not its job) 2.221/2: needs better acceleration and an armour buff. Also a new model since its current one is huge resulting it getting stuck on everything. Makes it more survivable vs small-arms which it needs and easier to get out since its poor acceleration often gets it killed as it needs to be stationary to be effective. 3. StuG: Penetration boost back to its old values, would help versus heavies if you're stuck on T3. 4. Sniper: HP boost. Self-explanatory. 5. Brummbar: less vet requirements. Expensive AI vehicles are a pain to rank up when you are primarily firing on cheap infantry. 6. Panzer Werfer: Maybe more AoE or just knock its cooldown down to be the lower to make up for the fact its damage is now relatively the same with Kats while having less rockets and range. 7: Artillery Officer: Brought down to 5-6 population. He's just an unupgradeable gren squad which has munition abilities. Well, actually he's worse than that since the Luger is only does damage within hugging distance. He's currently 9, why? 8: Ostheer Panther: Boost RoF a touch. Possibly revert armour boost. I don't need a tank that's durable, even if its fast enough to run down allied tanks. I need something that can actually kill tanks since if I'm going for a Panther. Its high penetration doesn't help it versus the majority of Allied mediums where its poor RoF means it takes forever to chew through tanks with 640 hp. And misses really hurt this thing. 9: LeFH: Needs to fire more shells or have its cooldown shortened and less scatter. Could swap some MP for fuel to make howitzer easier to field as you need less MP, though having a hit on tech and vehicles. 10: Ostwind: Reduce cost or make it reload faster with less scatter. I don't find it that impressive in terms of AI compared to the P4 as it spends more time reloading than firing and it's not even that accurate. Sure it's AA, but that's its secondary/tertiary role for what it's going to be actually used for. In: COH2 Gameplay |
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