123nick

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  • in reply to: A little buff to the Soviet Tier 0 infantry #10145
    123nick
    Member

    maybe the svt could be increased too 2 or 3 guns and price increased too match, but other than that idk- they seem as decent as ever, with their only lacking being a lack of AT. i personally think what russia needs is better AT, their infantry would be “good enough”- vs most targets (they prob wont beat high tier axis inf, like panzerfusiliers, panzergrenadiers, etc, but that goes for most allied line infantry).

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    also, if you have trouble with early KV-1 rush, just play pzgren. you get shreks from tier 1, on your pzgrens, and those are always good enough form of detterent. when i played, i managed too survive without losing any postiions when they got the kv-1, and when the kv-8 entered the field my panther just got deployed and made both tanks completely obsolete, combined with an elite pzgren squad. supposedly, rakatenwerfers can also deal with kv-1 id assume. for any other doc, tho, yeah i can imagine it being troublesome. however, iirc the kv-1 gun cant pen a stug, and stug is gotten at the same tier as kv-1, so that should be a functional counter.

     

    about soviet arty- their arty is only good on paper. if you  see the damage a b-4 barrage is doing, yeah, it will look deadly. if you realize the massive costs of all the munitions, manpower, and even fuel involved for a unit that cant engage anything directly, then, well, it becomes severely underwhelming. SS panzer artillerie, gets barrages equal (or close enough equal for what axis need artillery for) in strength, at a fraction of a cost, called in from vastly superior units.( i speak of the beobachtung pz 4 calling in either sector artillery or nebelwerfer 42 barrage- both are awesome). and, you have more sustained fire,  because you also have a beobachtung scout car calling strikes independently.  i will admit, the isu-152 is p  good. it can 1 shot most axis heavies, minus the elefant or king tiger or jagdtiger, i think. its munition costs are absurd though- i checked, and i think it was like, 280 or so munitions too buy the tank, upgrade it with HE, and fire 1 artillery barrage with it. granted, that is a secondary purpose of it, but idk if anything should cost that much as a general guideline for balance in this game. it makes you ask- will the player always get 280 munitions worth of damage output because of this spending? id argue otherwise.

    in reply to: 50 cal AA buff #10144
    123nick
    Member

    about the thing with the puma- thats partially the reason i made this suggestion in the first place. the quad 50 should have way better suppression vs infantry and etc because its literally 4 50 cals, and the 2cm should be better than the 50 cal quad (and DEFINITELY better than the 50 cal single) vs vehicles. the puma should win vs the 50 cal quad, but in return the 50 cal quad should get near instant suppression vs vehicles out in the open. too compare, the 2cm flak halftrack gets near instant killing of infantry, and when loaded with hvap can win 1v1s with stuarts somewhat reliably. but even not considering the 2cm flak halftrack, the other autocannon vehicle thats on par with the 50 cal halftrack, the 2cm 222, it also has superior dmg vs infantry, due too the AOE of the shell, and all it lacks is maybe less suppresion than the quad 50 but in turn it just outright kills the squad instead of pinning them eventually. they also wreck infantry in buildings, due too how coh 2 damage model works.  and the 2cm 222 and 50 cal quad have equal mobility and essentially equal armor.

    i wouldnt mind having 50 cals have too upgrde with an AP round (ie switching from ball too AP-IT) in order too be able too do more dmg too light vehicles. youd have too make it more expensive or timed, since if you could toggle too it you would just have superior overrall performance too the default round unlike APCR for 2cm which is just specialized.

     

    if   you want a vehicle with similar performance and same tier too the quad 50 of the soviets, try the m15a1 cgmc. it has 2 50 cals and 1 37mm for all round performance and completely knocks the quad 50 out of the ball park in terms of its performance superiority

     

    as i said before, the 251/17 can start its deploy animation on the move, making it more of an annoyance too using it on offensives than something that actually matters. just get it moving at full speed too where you want it too set up, and press the S hot key too order it too stop. it will automatically start deploying, but due too poor de acceleration it will keep moving, eventually drifting into range with the 251 set up and ready too evaporate any infantry in buildings.

    in reply to: 50 cal AA buff #10123
    123nick
    Member

    give the 2cm of the germans default ammo some better AP performance. that way, both are multi-purpose weaponry.

    also, the 251 isnt balanced no matter how its looked at in terms of deploy time. its AOE ability combined with its insane fire rate leads too near instant TTK (time too kill), which makes me view it as OP imo- the damage it does is uncomparable too any other unit in wikinger as far as i can tell, even with its deploy time. also, it can “deploy on the move” so to speak; pressing the stop button while its moving at full speed will allow it too continue drifting forward while going through the deploy animation, so you can have it be fully deployed or near fully deployed while going into line of sight of enemies, which further nullifies the penalty of its set up time (personally, i wonder if its possible too allow it too fire on the move like any other AA or armored vehicle and nerf its damage output so its more like a conventional light vehicle).

     

    iirc, both wehrmacht and OKW have early access too either a panzerbuchse infantry squad or a 45mm russian captured AT gun, which both work in terms of AT, i think. most docs typically have a counter too the early light vehicle- ofcourse theirs exceptions, but generally speaking, light autocannon vehicles on both sides are in a good spot right now, compared too eachother. the luchs and the m15cgmc (37mm + 2 50cals) are about on par, the m15cgmc is p good early on but is also fragile, just like the equally early available 222- both can force infantry out of buildings under threat of death via auto cannon,  allowing for pushes. only thing is, the m15cgmc doesnt need too load APCR rounds too pose a threat too vehicles, which is why i say default ammo for 2cm autocannons on the german side could use a buff.  and id probably say a luchs wins vs a stuart with APCR rounds, and is more effective vs infantry than the stuart with its default rounds, and survives 1 shot from a 57mm AT gun iirc.

    i DO think 50 cal pen should be nerfed a bit at long range too. 50 cals didnt instantly evaporate enemy armored vehicles at their maximum range, their AP ability dropped off over distance. but both nerfing the 50 cal and buffing the 2cm might lead too a bit of bias towards the axis side right now. generally, even with the light vehicle superiority of the allies, it still feels very easy for some axis doctrines (panzergrenadier in my experiences) too hold off until they get heavy tanks with ease. your starting munitions allows you too pick up a granatebuchse from the very start of the game with your first produced squad, and that 1 shots most light vehicles, from max range, from the front, somewhat reliably, basically hard countering the m15cgmc from the start. other doctrines arent that effective in countering light vehicles, but aslong as it has a light AT gun or some panzerbuchse (defensive gets panzerbuchses for their festung pioneer, panzer artillery gets the 45mm, freiwilligen gets the 45mm IIRC, luft gets the rakatenwerfer), it can survive vs the light vehicle.

    too restate my initial point, the 50 cal halftrack, although good vs some light vehicles, isnt good enough vs infantry (the main core of any army in the early game where it is brought out) too justify buying, combined with its extreme fragility, and one tier later (a very quick tiering up), it starts going up againsts luchs which can essentially deal with it (the 50 cal, even quad, doesnt instantly evaporate the slightly uparmored luchs, and the luchs 2cm does reliable damage too the quad 50 cal even without APCR rounds, so they are on par). really, this isnt too big an issue- the only doctrine thats forcibly stuck with the quad 50 cal is IIRC US armor and maybe US airborne, for US infantry i always go for the 37mm halftrack over the quad 50 due too it being more versatile.

     

    about the faust thing- although due too how quick engagements like these can be, the luchs has a decent chance of outright killing any squad that tries too faust it, and vice versa with the faust infantry. however, the mobility of almost all vehicles at this tier makes faust less of an issue overrall, and relying on infantry too kill an anti-infantry vehicle is probably a not so good idea. again, pinning enemy infantry is not as good as outright killing enemy infantry, which stuff like the M15CGMC and the luchs and the 222 and too a lesser extent the centaur can do (off topic, but, why does the centaur die in 1 hit too a 75mm gun but the ostwind takes 2?)

     

    this hopefully clarifies what niche i want the quad 50 cal too fill compared too its equal peers of light vehicles. one more thing- i wouldnt mind if the quad 50 cal emplacement and the quad 50 cal on halftrack got different stats relating too damage output, for balance reasons, just like how the mg mounted on the pintle of a tank doesnt have the same stats as an actual HMG team.

    in reply to: SMG Pricing and Suggestions for reducing. #10120
    123nick
    Member

    i think a unit cost of 10 munitions per SMG would work- i do not know the exact stats for all SMGs, but i doubt any of them are too high or too low too make them worth MORE than +5 or LESS than -5 munitions from the baseline cost of 10. STGs dont count because they do reasonable damage at medium range, and are technically an assault rifle or automatic rifle, so those are in a weird spot and could probably keep their current price or go too 30. this wouldnt make them too cheap, for their effectiveness i think its a fitting cost. for reference, the LMG almost totally eclipses the SMG in performance at most if not all ranges due too its suppresion at all ranges, and only loses too SMGs in a few statistics or features. because of this, the SMG should be dirt cheap too account for dirt poor effectiveness of it compared too the LMG. still, squads that have SMGs by default (combat engineers, sturmpioneers, armored infantry) will always be king due too not having too pay a single munitions for their smgs, but thats out of the scope of rebalancing costs and could be apart of a bigger overral infantry rebalance.

     

    for the commando packages, seperating them into individual upgrades would be the best option imo.

    in reply to: Delay KV1 / KV8 deployment? #10069
    123nick
    Member

    tiering times for wehr and russia should be about the same, and costs would be too. assuming equal fuel income, you should both be getting tanks at around the same time. the only thing that might be really worrying is the KV-8, but it cant outrange panzershreks so just get panzershreks.

    in reply to: Tier times. #10068
    123nick
    Member

    personally, if its about SS trucks getting too the frontline id just increase the acceleration and speed of the truck rather than decrease the time it takes too finish deploying. SS trucks arent any more or less durable or weaker than any other base buildings – atleast, not by any meaningful ammount, its the fact they are literally not in the base sector that makes em vulnerable. how i like too see it, you can tier up AND get a free forward HQ but risk losing both. maybe make infantry and AT guns produced from the buildings insteaad of spawning offmap and making their way into the map like other buildings, too make defending them on the frontline easier. also, i thought they had the ability too undeploy and become mobile again? when i tested it in the beta i noticed you had too re-pay too deploy the same truck ,which seems sorta weird, but if thats fixed now then their mobility can help them survive, atleast, if you do it quickly enough.

    anyways, aslong as tanks keep their current damage output vs buildings and fortifications , thus making their breakthrough potential nonexistant, i think the tiering time should be extended too accompany their break through. or buff tanks, but that would make people who value flesh and bone over metal and armor angry, so thats probably wont happen. i DO agree with different tiering times, too an extent, i think it would be a neat system. thats essentially what a realism mod for Steel Division 1 did- some of the paradrop doctrines would have shorter “phase times” which determines what units they have access too and when (storm in the west).

     

    one more thing- SS Artillery has the best ovverall artillery in the game, right now. the cheapness and versatility and accesability of the units that order in the artillery, combined with the lethality of the artillery, leads too some hella braindead gameplay (imo)- turns coh 2 into a point and click adventure. granted, all artillery sorta does this too some extent, but its REALLY  visible with SS artillerie.

    in reply to: Can AT actually A the T? #9998
    123nick
    Member

    idk about that second one death kitty. i think the AT squad should, in the proper environment, be able too ambush an tank. but it should rely on green cover- not just out in the open, or on literally any spot on the map, even without cover.

     

    also, with how AT squads work – typically destroying tanks with one volley, it wont give allied squads a chance too support the tank. for example, lets say the typical axis panzerjager squad has a panzerfaust and 2 shreks. from camo, it can fire 2 shreks near instantly, then fire the pzfaust before infantry support can kill it or pin it. and aslong as the tank isnt inpenetrable frontally, the dmg too the health of a tank matters. the dmg a pzshrek do too a pershing, for example, matters much more than the damage bazookas do too a king or jagd tiger, if they manage too do any, due too the later having a very high chance too just take no damage from any other shells that come their way aslong as they face the right way.

     

    point 4 is right,and should still be true after the change, but id still consider increasing deploy and/or undeploy time for the at guns or making them rotate in place less quickly. head on, they should beat whats infront of em, but not from the side. the AT gun crew is literally moving out of the way of the gun shield while they undeploy and redeploy. if it was possible, id think it would be cool if AT guns took extra damage when not deployed, too make em a bit more vulnerable alone or moving.

     

    (sorry for my poor english its my native language)

    • This reply was modified 4 years, 8 months ago by 123nick.
    in reply to: Lacking performance of low calibre HE shells #9989
    123nick
    Member

    If the HE shells could toggle or suppress and pin with hits or near misses, this would be good for disabling infantry but not outright destroy squads in one hit (which is apparently frustrating for some people, somehow) so the tank can fight back vs the anti tank launcher some of the time.

    123nick
    Member

    sort of. you cant disembark out of most ambient buildings the same way you would a garrison. but you should be able too select the emplacement itself and it has an ability- trying to click on the squad will just select the emplacement as a whole, which is sorta buggy, but it should be possible to still disembark from emplacements, just annoying. although being able too select the squad within the garrison properly would be nice and fix the bug.

    in reply to: Axis early game AT and tiering buffs #7697
    123nick
    Member

    another thing- a price increase for some of the allied squads also may be a bit better, in addition with previous stated changes. for example, 300 for the british royal engineers and 320-330 for the US riflemen squad may be a good choice. this is because the squads are very capable and can easily engage the axis squads for their costs. i also think the bazookas for riflemen squads should be put behind battalion command unlock for US, and piats for infantry sections put behind company post unlock- the tier up that allows building of medium tanks for both factions. the time you get them, they easily counter most armor and even light vehicles with ease.

    • This reply was modified 5 years, 4 months ago by 123nick.
    in reply to: Axis early game AT and tiering buffs #7693
    123nick
    Member

    <p style=”padding-left: 30px;”>I would support a boost of resources income on all points with a deployed SWS halftrack in it. Something like doubled resources might be good.</p>

    in reply to: General all-around infantry and HMG changes #7685
    123nick
    Member

    would it be possible to increase the tier of the HMG then? or the cost of them? or reduce the number of men crewing them? they just seem to be the thing to do to win in PVP games, and it really prevents counter attacks early game. i think reducing the traverse time of the HMG, or increasing the aim time in general, so it takes longer to kill infantry, and doesnt instantly suppress them once they are within the arc of fire, would be a nice change. for historical reasoning, i can see the vickers taking longer to aim- it has a weighty water cooled barrel which might affect its ability to turn to face targets on the edge of fire quickly, and to aim the entire gun itself.

    • This reply was modified 5 years, 4 months ago by 123nick.
    in reply to: Combined arms and how it just does not work #7655
    123nick
    Member

    one thing i agree on is the tiger- until all call-in tanks get rebalanced, with say, limited # of call ins, or other limiting factors, then the tiger should be the same with these call ins- as in, infinite number of times, and should also not cost fuel, as the other docs do not. it is odd how the FFI vehicles requires fuel yet are call ins, but others do not. i also think the FFI captured vehicles unlock could be changed to be specifically tanks- IE, captured panzer 4 and captured tiger call ins. the captured 251 halftrack with 2cm gun should, in my opinion, not require this high CP unlock to get, as it is not as strong as these other two vehicles; it should be an inherent ability of the partisan HQ once you tier up to unlock the 2cm halftrack.

     

    personally, the ability for partisans to infiltrate from buildings might be a nice additions- say, a maquisard ambush squad with SMGs but low total squad member count, that spawns from buildings and is called in by the jedburgh, and maybe even with a captured AT ability of some sort, might help out the doc.

    a cheaper , default airstrike available without CP unlock and for a cheaper price, but less destructive potential- say a westland lysander small bombing strafe (in SD44, the westland lysander works as a recon plane which drops very small bombs) available for the jedburghs to call in(with the covert operations unlock), and/or a MG strafe for the SAS to call in without CP unlock, might help this doc with aggressive actions.

    a couple balance changes to the commando load out, while possibly unnecessary, might also help- i was thinking of changing the vickers K load out to be only the vickers K, but costing 70 or 65 munitions instead of 80, but it has no stens, to make the american load out more useful (your getting a BAR instead of vickers K, so the thompsons better be worth it, and it costs more aswell.) the german load out seems fine- it is very high DMG potential, with captured STG and MG42. maybe it should include captured bundle nade, to further make it the peak equipment load out and worth its price. a captured shreck AT load out might also be interesting for the commando squads, or maybe as an upgrade for the 10th french AT squad.

    the tanks are, imo, decent enough, if very expensive. the FFI panzer 4 makes up the closest thing to the standard tank , but you have other, much more expensive options; the cromwell centaur has a cheap 55 muntions barrage which is helpful, but 690 manpower for a tank that dies in 2 hits, despite how versatile it is, is a big investment. the AVRE is good, i just wish its 290mm was a reliable stun on enemy heavy tanks, and maybe did a little bit more dmg, and a lot more dmg vs concrete bunkers (should be able to 1 shot a panther turm or commando bunker, imo). the churchil crocodile is also in a nice spot, it is an anti infantry vehicle and i think it does that job quite well. maybe if it had APCBC rounds similar to the lowland infantry churchil, balanced out by the fact there is no ability tree unlock to make the APCBC rounds free, and maybe also combined with a smaller ability duration.

    in reply to: various buffs and changes, for allied divisions. #7576
    123nick
    Member

    it would be a good start, atleast.

    in reply to: various buffs and changes, for allied divisions. #7574
    123nick
    Member

    its what the 6x scope offers you that i dont appreciate it. your still outranged by tiger long shot, you still putting 800 manpower and 130 fuel into a  glorified sherman. you still have to pay 50 munitions to have a chance to pen axis superheavies. in almost any case, id pay 1050 manpower 0 fuel for 2x comets over 800 manpower 130 fuel for a firefly with slightly longer range. the mobility of the comets easily makes up for it, and the fact you have 2x 77mm hv guns over 1x 17pdr means that, when it comes to dealing with panthers its still just as or even more efficient and reliable at killing a single panther. your comets can take a hit from the panther but the panther isnt going to survive 2x 77mm HV rounds, and even if one dies its just a 525 manpower 0 fuel lost. the firefly 6x can outrange a pantherturm, so its good for picking those off over time. other than that, no matter how you put it, 20-30% extra range just doesnt help enough, and it doesnt alleviate all the docs other weaknesses. its not like iron will hull down which lets you take far more dmg, and iirc IW hull down also increases the range of the tank aswell, albeit not as much, and you get it for free for every tank.

     

    just try and imagine a scenario where the 6x scope will help, say, vs an enemy panther. lets assume for now they both have similar reload rate, both take 2x shots to be killed, and all shots fired at both sides hit and pen. you got your firefly, give it 6x scope, put it into defensive position, and the enemy player with the panther has line of sight on it, with some recon. if hes smart, simply charge the firefly head on , with your panther. yes, the firefly outranges you, but if your moving at some speed towards the firefly it will still soon be within the range of your panther. yes, the firefly will have essentially a gauranteed chance of winning vs the panther, but thats all the 6x scope gives you.  your firefly wont be able to kill 2x panzer 4 H, you need 2 shots for each vehicle and they got 2x guns to fire 2 shots to kill your firefly. you still dont really have any better chance vs say, an elefant- you would preferably want 3-2 fireflies which is an insane fuel and manpower investment, have them all put in 6x scope, and ready for all of them to load APDS to have a good chance to penetrate and kill it when it lurches within range.

     

    dont get me wrong, 6x scope is strong, but with how tank combat is, its not really letting the firefly win any new scenarios, which is a shame because the GA fireflies is the most expensive of the British docs AT vehicles.

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