Paras strength isn't coming from ability to tank, but to deal damage.
They have potent weapons.

Maybe it's 'cause the Axis players aren't a bunch of forum crybabies, and they keep their cool and fight the uphill battle, unlike some of their "allied" counterparts.
Thread: Paratroopers hit rates18 Nov 2018, 12:27 PM
Paras strength isn't coming from ability to tank, but to deal damage. They have potent weapons. In: COH2 Balance |
Thread: USF Tech Changes Mod Changelog18 Nov 2018, 12:25 PM
How a 6 shell barrage PACK howi would be superior to panzerwerfer murder barrage? Because the whole point of that kind of change is to give USF cooldown only barrage weapon that all other factions have in form of rocket arty(and brits with their gimmicky but now I suppose functional base howis). Moreover, you hardly are competitive meta player from the couple of times I've played against you, so while you personally can not see alternatives, people who play on higher level might, meta isn't something you can predict, not even as top player. In: Lobby |
Thread: [OKW] Teching Rework18 Nov 2018, 10:32 AM
But OKW was reworked already. They have flexible tech, they have great incentives to back tech and they have offensive light AI vehicle in both early game tiers. OKW doesn't lack anything. And if there possible was one thing, it would be removing 40mm AA gun from shwerer and adding it as a side tech/half tier to allow for earlier obers. In: COH2 Gameplay |
Thread: USF Tech Changes Mod Changelog17 Nov 2018, 18:43 PM
Inability to retreat completely invalidate that extra model. Yes, raw stats in the void are better then mortars, but I'd still have it have actual distinct role instead of "better mortar" with broken legs and worst death loop in game due to 3 operating men. In: Lobby |
Thread: USF Tech Changes Mod Changelog17 Nov 2018, 12:24 PM
Mortar range: 80 Pack howi auto attack range: 80(or is it still 60?) Barrage range: 160 So auto attack part is irrelevant and hindering to the unit already. Rework like that would give USF very exposed due to being inf only "katy" type unit. In: Lobby |
Thread: USF Tech Changes Mod Changelog17 Nov 2018, 11:40 AM
Could you guys maybe change PACK howi already? T0 mortar makes it irrelevant, so does T3 scott. Could you just remove auto fire, increase barrage shells to 5-7 and make it into a proper USF mobile arty this way? Obviously, barrage performance would be as it is now, just remove auto attack and add some more shells so its worth considering the unit, adjust cost if needed. It would finally provide USF a cooldown only, non doctrinal barrage weapon that all the other factions have that wouldn't be awkward major arty. PACK howi atm is not needed and irrelevant, 2 more cost efficient units make it irrelevant and it doesn't serve any unique role in USF army.
Each faction used to be balanced like that. It was unbalanced, because it can't be balanced when different factions have different strengths at different game stages and these "unique strengths" are impossible to be made all game lasting (how is USF strong early infantry presence going to transfer into late game? Why should Ost have armor advantage, letting them close the game against USF just by outlasting them? etc.) If redesign is needed to keep the game AND ALL the factions relevant, then so be it. The redesigns happen, because what we had previously DID NOT WORKED. I'd rather have redesigned and balanced game, then do your beloved "stick to old, irrelevant, proven in action not working design". Stop clinging to old, obviously broken and not working solutions. I for one welcome very much this new USF half tier structure, it worked perfectly well for PE in CoH1, it allowed for varied build orders and its flexible enough to adjust unit timings or combinations easily and most importantly, its unique in CoH2 as closest to that tech is what UKF has and UKF still is unique enough with powerful but exclusive options. In: Lobby |
Thread: about small arm and relative positioning. 17 Nov 2018, 11:13 AM
I'm going with elchino7 here. As it was mentioned, infantry can't be balanced in context of fighting singular particular squad on the other side, because that never happens. Also no, it never was balanced this way, they made an attempt with mainline infantries and we all know how that ended(with a massive fail for that one still in denial). Vipper is simply clinging with nails and teeth to a concept that doesn't exist and when it did existed, it never worked for a single iteration of balance, desperately trying to justify otherwise(tell me, if it worked so well back then, why was it abandoned so quickly?). You can't blindly pretend there is only one type of unit at every side, that goes for every faction, bit less for USF who do not really have any kind of choice on the matter. And yes, decrease in lethality is a direct meta buff for CQC units as they now do not need to consider cover at all when advancing to where they excel, because now long range units can't inflict sufficient damage that would break the reckless push. Sorry, but you can't just group weapons and throw them into different kind of bags, each squad weapon needs to be considered separately with the intention of squads role, cost, arrival time and possible supporting units. You can't just have same profile for same weapon type on different units, because that is the easiest way to completely break any balance. And stop the "utility" talk bullshit, some units are designed to offer utility, some are designed to murder shit and some can do both at very high cost or being just average at both/one of it. Moreover units with certain cost are expected to perform at certain level. Penals had to become as they are now, as you call it, modeled after rifles, because purely long range role was already taken by guards, pure low range role was taken by cons and shocks and the only role left that would make them attractive in any way at that cost was soviet rifles, it was a natural, logical choice. End result is power level of infantry actually matches their cost instead of having a bunch of underpowered, extremely expensive POS units that suffer bleed without being able to inflict any(all the soviet infantry previously on maxim meta). In: Lobby |
Thread: Volks are disgustingly good, need toning down.16 Nov 2018, 21:18 PM
Except its not based just on squad size, total cost of the squad matters as well you know. And guess what, it is balanced in all infantry combat engagements. You'll found out why soon. Why you ask? Because our best example, Grenadiers at vet 0 vs conscripts at vet 0 is a 50/50 engagement determined by cover and RNG. Either side costs 240 MP, and has an equal chance of winning. Then you factor in the other positives and negatives such as DPS dropoff per model, squad recrewing, literally any explosive or ballistic weapon that can wipe multiple units and the conclusion is: 6 > 4. Incorrect, its 50/50 only around mid range. Long range, grens will always win, short range, cons -should- win. Then come weapon upgrades and we have grens stomp cons unless cons embrace doctrine to even stand a chance. Upgrades, in this particular example, throw your argument out of the window, because now its cons who are losing significant DPS with each model lost, while grens not really due to most DPS being concentrated around one model. Squad spacing changes invalidate argument about ballistic explosions, unless you really like to stick to very small yellow cover spots. Since we have to talk in context of each faction and its options as well, grens have fastest access to on field, mobile reinforcement, making recrewing non factor, unless for whatever reason you try to do it under heavy fire, in which case "steal" attempt will not work regardless of how many initial models squad performing it has. Conclusion: 4<6 exclusively when trying to steal HMGs under concentrated fire and further faction options make up for smaller squads in context of wehr, UKF doesn't have that kind of options, but they can bolster themselves to 5 men at hefty cost. The problem with "I have more models therefore I should have a cheaper reinforce" excuse is this: "I want a 100 man squad but the reinforce cost should be 1.2" Same cost as grenadiers, we can nerf model stats to be equal to grenadiers, but the difference is that squad will NEVER be wiped with any ballistic or explosive unit, it will also be great for recrewing things (although if model stats were that bad they'd disintigrate under any means of fire, but this is obviously an exaggeration). You think 6 man squads aren't getting wiped by explosives? For real? And you're talking about Osttruppen. You want higher squad count units to suffer from attrition much more due to lower model survivability AND pay the same as other sides individual models. You are not asking for balance, because you do not understand balance, you are asking for 4 man squads uncontested superiority and ability to inflict insufferable attrition losses. Reinforcements are different because squad costs are different, squad counts are different AND individual models have different strengths. Reinforcing from 1 model squads of equal costs should ALWAYS cost the same, regardless of how many models squad has. In: COH2 Balance |
Thread: Volks are disgustingly good, need toning down.16 Nov 2018, 20:47 PM
What combined army? What do you think retreating gren, half dead gren, retreating pio, 2 PaKs, 222 and FHT are going to do to 4 doctrine buffed 5 man tommies and AEC, especially if these PaKs and 222 aren't even in position? Yes, it was combined arms. To stop VEHICLES, not infantry, so he is right, massive force disparity presented there, it takes more then 2 functional grey cells to know it. In: COH2 Balance |
Thread: Buff Ostwind16 Nov 2018, 20:36 PM
You're talking incoming revamp or current live? Because if latter, isn't there a bug preventing bofors from killing any airplanes at the moment? In: COH2 Balance |
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