That's probably a problem with the SU-76 being too good for cost.
+1 agreed.
Posts: 509
Thread: Su-8526 Sep 2015, 20:03 PM
That's probably a problem with the SU-76 being too good for cost. +1 agreed. In: COH2 Balance |
Thread: New Panzerwerfer25 Sep 2015, 21:36 PM
Its finally in a good spot. In: COH2 Balance |
Thread: [AXIS] [All modes] [PIV should be on par with Ez8/t3485]25 Sep 2015, 21:35 PM
Reading this thread encouraged me to make my first post on this forum. It seems that many people are advocating for a performance increase for the Panzer IV. I don't think that this would actually fix the problem. It seems like this would shift the tank burden to UKF (Cromwell),USF (Sherman) and SU (76). Both USF and SU would have to select their corresponding doctrines just to stay competitive with a stock do-it-all Panzer IV. The poor Cromwell would be completely outclassed. This would force Allied players to buy TDs for a stock unit, and that would solve nothing because that solution already exists for Axis. Thats very well thought out imo. +1 mate In: COH2 Balance |
Thread: Grenadiers - Not for the faint of micro25 Sep 2015, 21:21 PM
While I would love to see grens turned into a 5-man squad, this change would actually require a NERF to overall grenadier squad DPS to keep balance. Currently the only reason conscripts can beat grenadiers is because of the fact that they have more men. At close range, a grenadier model has higher DPS than conscript DPS by quite an amount. Increasing gren squad size to 5 and spreading the DPS across all the models will make it impossible for a 5-man conscript squad to win the fight (losses taken from closing). Even a 6-man squad would have considerable troubles. We could and would increase con and rifle dps to compensate. Indeed, it would be necessary. Adjust all the dps stats across the board to maintain current performance. Hell, I say all axis/allied squads ought to be balanced around 5 man/6 man squads with required dps/received accuracy adjustments In: COH2 Balance |
Thread: Gunshot Sound Bug!25 Sep 2015, 21:13 PM
Farewell old familiar gunshot bug. I hope you don't return, and yet, still hope that you stay In: COH2 Bugs |
Thread: Those stupid leiG spam25 Sep 2015, 21:10 PM
Both are over-performing right now. Super-long range instapin with model snipe. Horrible to play against, that's for sure. Comes down to broken faction design for OKW- no mg for pins means their LeIG gets suppression. Mind you, I'm not in support of this. If anything, it should only be able to suppress a blob, not well-spaced squads. Hmm....how about adding incremental suppression modifier, with a small search radius (say 5), and lowering base suppression? That way, suppression should only happen when target infantry is clumped up? In: COH2 Balance |
Thread: [AXIS] [All modes] [PIV should be on par with Ez8/t3485]25 Sep 2015, 20:08 PM
I think the PIV needs to be cheaper. Actually all of Ost T3 should be cheaper when you compare it to the abomination that is Brit T3 True that. Was outplaying a brit on 1v1 kholodny ferma. Had fuel superiority (both fuels) for quite some time too, throughout the match. He built a wasp, AEC and had all 3 HQ upgrades. I build a 222 and HT. We both had first tanks (crom/pz4) out at the same time. Clearly, there is a fuel price issue here. In: COH2 Balance |
Thread: Grenadiers - Not for the faint of micro25 Sep 2015, 19:27 PM
...make explosives do reliable damage but not enough to one shot and you will have a massive improvement and the squad size becomes irrelevant... I'm not so certain. I mean, squad size will affect the small-arms combat regardless, and that creates probability issues I outlined. And although I can kinda see this idea working for larger explosives, I don't think it could be done for mortars. I mean, mortars rarely do direct, or close hits unless target infantry is static. To make them reliably do only 16dmg every shot would mean flat 16-dmg profile with either massive AoE or higher RoF adjustments. Which will make mortar spam the king. Theory-crafting here, I could be wrong. In: COH2 Balance |
Thread: Grenadiers - Not for the faint of micro25 Sep 2015, 19:16 PM
Attention: Alex and other people discussing win loss ratios in this thread. He's right. Please open a separate thread for the w/l discussion as it doesn't contribute to this. And the reason why is doesn't is because w/l data only provides a global picture of balance. Grens are a local problem, not global. So please, lets try to keep this thread On Topic, not Off Topic. Wall of text below. Summary: standardize squad sizes to 5 man axis and 6 man allies Expanding on my previous post: I think rng is a big factor in gren performance. And this is due to their squad size and weapons. With 4 men, they present 4 entities for any opposing squad to shoot at, while they shoot at 5 or 6. Trouble is, this leads to a higher probability of 'unlikely' events, both favourable and unfavourable. Take cons/rifles for example. Lets say probability to hit an entity with k98 is x and for garand is y, and remember both x and y are less than 1. (Idk the actual stats, just follow the math here). So: probability of all 4 grens getting hit by garands is y^4 but probability of all rifles getting hit by k98 is x^5 (smaller). Hence for grens, generally, taking or dishing out extreme amounts of dmg is more probable than it is for rifles. Similar issue with cons. The probability for extreme events in the opposite direction (all grens evading their shots etc.) also becomes higher. THIS plus the fact that they have high dmg, low RoF bolt-actions, compounds the issue. The smaller squad sizes make these RNG blips more important for grens than any other infantry (except early game tommies). Losing a squad member means 25% less dmg AND 25% less health (technically even less health than 25%, cause now the opposing entities have more enemy entities they can focus on which skews the 'to-hit' probabilities more, but I'm trying to keep it simple here). This of-course affects all squads as they lose entities, but grens more so due to their small size. Which is why I argue for squad size standardization. 5 men for axis. 6 men for allies. We'll retain the element of flavour this way too. [I'd argue for 6 axis/7 allies or higher, law of large numbers and all that, but maps will then be need to be redesigned so no point] Adjust dps and Received Accuracy accordingly to retain current damage profiles. It'll enable better balance of snipers and explosives too. Also, I am of the opinion that fausts need an animation speedup in exchange for lower stats. I'd prefer they mirror it to the conscript AT grenade. I mean, infantry snares aren't meant for solo critting mediums and heavies anymore, makes no sense that faust should retain its high pen. In: COH2 Balance |
Thread: Grenadiers - Not for the faint of micro25 Sep 2015, 17:02 PM
Hello internet strangers, Agreed they could use a 5th man, but with dps realigned to be as is now. Preferably by reducing K98 dmg instead of RoF. IMO they ought to standardize all squad sizes to 5 axis/6 allies with dps adjustments In: COH2 Balance |
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