My suggestion as an adhoc fix until more granular adjustments can be made with a commander patch:
- Radio Silence: Make units reappear as soon as they are in combat (similar like VonAsten suggested), units have normal speed at this point, raise munition cost from 40 to 50
Profile of luvnest
General Information
Register Time: 12 Feb 2014, 23:21 PM
Last Visit Time: 1 Feb 2024, 23:26 PM
Broadcast: https://www.twitch.tv/Luvnest
Twitter: @LuvnestCOH2
Steam: 76561197982704567
Nationality: Germany
Register Time: 12 Feb 2014, 23:21 PM
Last Visit Time: 1 Feb 2024, 23:26 PM
Broadcast: https://www.twitch.tv/Luvnest
Twitter: @LuvnestCOH2
Steam: 76561197982704567
Nationality: Germany
Post History of luvnest
Thread: OKW Spec Ops Doctrine (especially Radio Silence)18 Dec 2020, 18:42 PM
In: COH2 Balance |
Thread: OKW Spec Ops Doctrine (especially Radio Silence)18 Dec 2020, 15:58 PM
Would you mind adding any suggestions on how to fix/change these abilities? I'm no game designer. I'd change it in a way that it won't mess with your interface. Out of the top of my head: Maybe something in the direction of making the units camouflaged in cover and slightly faster when out of combat but with a bigger detection radius. This way it still fits the theme of the commander and allow your units to creep up on the enemy, jumping from cover to cover in order to close in (like they did historically at the beginning of the battle of the bulge on which the commander is based) without casting a magic spell where your units suddenly disappear from the minimap. I agree that the commander is one of the best, however radio silence is heavily depending on skill level. Especially lower rank players barely use the tac map at all. I still don't see how 20 munitions infiltration are justified. They can result in a squad wipe quite easily. And by looking at their price tag you can usually afford them without much resource handling. Also they are hard to dodge, because they get thrown around erratically that even if you dodge you still get caugt in the blast. In: COH2 Balance |
Thread: OKW Spec Ops Doctrine (especially Radio Silence)18 Dec 2020, 14:08 PM
The OKW SpecOps commander is full of abilites that require 1-2 clicks to perform with a lot of impact and zero counter play possibility. This commander is/will be the dominating OKW commander in 1v1 and team games. - Radio Silence is way too good in my opinion. It completely disturbs tacmap based players with all units disappearing from the map. On top of that there is a speed increase on all units, which is unnecessary. You get the whole thing for 40 munitions, which is far too effective for its cost. While it is an unique idea, it is the only ability in the game which heavily affects how certain player play the game, rendering the tac map useless. - Infiltration Nades. They are basically the assault grenadier grenades but on all your mainline infantry. They cost only 20 Munitions and and the whole idea is a leftover from the times where OKW had a lower income than other factions. It never got adjusted since. - Spec Ops flares have been brought up before. They cost 60 munitions and are the best recon you have in the game. While loiter recon can be countered by AA there is no counterplay here. The easiest way would be to increase the cost of these abilites, but it won't change the fundamental issue at core where there is no legit way to counter them. For example Radio intercepts gives you a brief window of opportunity to prepare for an incoming unit, but it doesn't fiddle with they way the other player plays the game. This is done right in my opinion. While the current patch tackles core army issue, I think this is worth addressing. In: COH2 Balance |
Thread: [Winter Balance Update] SOV Feedback17 Dec 2020, 22:53 PM
Thanks! Does it really improve the cooldown in cover though? I can roughly remember that this was reverted In: COH2 Balance |
Thread: [Winter Balance Update] SOV Feedback17 Dec 2020, 22:11 PM
The whole Mobilize Reserves ability has been butchered so many times over and the descriptions doens't really help anymore that I don't know what it stands for now. Also I find the -10% accuracy nerf at vet3 quite drastic. In: COH2 Balance |
Thread: NEW: Inputlag in coh2 17 Dec 2020, 13:30 PM
Tested today: Provider: 1&1, West Germany I noticed these delays always after a server maintenance, that's where they started for me at least In: COH2 Gameplay |
Thread: Input lag for (german + EU) Players15 Dec 2020, 19:40 PM
Little Update how it looks like playing without the VPN for me: https://www.twitch.tv/videos/838407032 (Starts at 04:00) also other people having the same problem ping-battleservers awfull-coh2-server In: COH2 Gameplay |
Thread: [Winter Balance Update] OKW Feedback13 Dec 2020, 19:53 PM
Things I'd like to suggest (after playing a good amount of custom 1v1): - Since Hetzer Dcotrine is a prominent choice at the moment, there is an awful amount of smoke usage on the mp40 volks. 4 Volks with Smoke usage is too much for mainline infantry, the same way it was too much on every USF Rifleman. - Radio intercept on SpecOps is too good for it's cost right now, either change the diappearance from the minimap or make it more costly so that it can't be used as frequently In: COH2 Balance |
Thread: Input lag for (german + EU) Players11 Dec 2020, 18:35 PM
Someone from Relic has to explain how the connection to the battle servers work. Do all people from central europe connect to the same local servers or are there differences? Why is my connection faster by a factor of four when I enrypt my traffic to a random server in italy and go from there to the relic severs and then go the same way back compared to my regular connection straight to the servers. Either it has to do with the different servers or something happens on the way. It's hard to imagine infrastructure issues on the backbone since everything else works just fine in other games in the day and age. I can understand why you would use a vpn to bypass a region block or something, but I don't wanna use it to play a video game. It fucks up other applications or streaming aswell. On top of that you have to pay for a proper one. Wouldn't it be possible to run a traceroute and identify the hop that delays the packets? Do we have the public IP of these servers? In: COH2 Gameplay |
Thread: Input lag for (german + EU) Players11 Dec 2020, 18:06 PM
Hey party people is this also still relevant for most of you or has everybody just accepted this and moved on to play with vpns? Avergage Delay 950 ms with VPN maximal 64 In: COH2 Gameplay |
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Sniper counters 5 Maximspam on Langres Winter... kindaby: luvnest map: Langreskaya Winter10-2,329
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