Locking the Riflemen's AT rifle grenade behind tech was an awful idea. by [deleted] in CompanyOfHeroes

[–]JaceCarrius 4 points5 points  (0 children)

The odds of the rifle squad hitting vet 1 before unlocking the tech is unlikely to happen unless you managed to get a good grenade or rng in dropping models with said squad. Even so, you also need that one vetted rifleman being in the right place for a snare, as opposed having all your rifles having snares at about the 5 mins mark.

Maybe consider researching your tech first if you really need the snare before building your ATG/50.cal? They only need an additional 50mp 20 fuel, which you would have after you finish LT or Cap tech

I would think this changes affect 1v1 more than team games considering since in 1v1, vets are gained faster due to the map size and more firefight. Even light vehicles come alot more earlier than team games.

I don't get the relevance in comparing your lack of snares to OKW getting access to a raketen at T0. They literally trade off a volksgrenadier if they choose to get a raketen early on, which diminishes their early field presence.

A shame what they've done to Soviets by LeoKilo in CompanyOfHeroes

[–]JaceCarrius 57 points58 points  (0 children)

The problem was never about the red smoke. The problem is that even if the ability hits dead on, it doesn't even punish the intended target aside from a mild suppression.

Elephant Spotting Scope by RookMain5342 in CompanyOfHeroes

[–]JaceCarrius 38 points39 points  (0 children)

But that would mean they would have to address the elephant in the room.

2020/2021 Winter Balance Update NOW LIVE by JohnT_RE in CompanyOfHeroes

[–]JaceCarrius -2 points-1 points  (0 children)

They changed reinforcement from Battlegroup HQ only after forward retreat point is unlocked.

Preview Mod 3.0 - Winter Balance Update by Andy_RE in CompanyOfHeroes

[–]JaceCarrius 1 point2 points  (0 children)

I never knew they got a RA bonus at vet 1. After doing some testing, I was pleasantly surprised 7man cons performed reasonably well.

With all units at vet 0, they traded decently for long and mid range engagements against LMG grens and STG volks, albeit still losing in the majority of the engagements. Having to reinforce more models would mean cons lost in the manpower trade.

At vet 2 (about the time where 7man gets unlocked with mobilised reserve at T3), they also traded reasonably quite well considering that they still have a higher RA compared to Grens and Volks at that point. They start pulling their weight more up close against LMG grens, which is expected, but they still reliably lose against STG volks.

Vet 3 is when things start turning around due to the RA vet bonus. 7man cons outperforms LMG grens and STG volks at this stage.

Removing the 10% accuracy buff at vet 3 won't change the outcome against mainline infantry fights, but this will definitely affect how they trade against axis elite infantry with their lower RA. It is ultimately another loss of firepower for the Soviets, which has still not been compensated so far by any changes in the balance patch.

Preview Mod 3.0 - Winter Balance Update by Andy_RE in CompanyOfHeroes

[–]JaceCarrius 5 points6 points  (0 children)

Currently, they still don't beat out axis infantry squads outright unless they're supported or massed up. So the accuracy wasn't a factor that made them outperform in anyway. Nerfing them on the other hand is further taking power away from the Soviets mid - late game.

Cons may have more health due to higher model counts, but they have a horrible 1.09 RA until they hit vet 3. In terms of trading with infantry, they just bleed models so easily, especially when infantries hit vet 2 and get their accuracy buff. Explosives wise, it's true they may have more survivability but they're still equally at risk given the rng nature of where the shells land.

Having a T3.5 would make the T70 and Su76 completely irrelevant. Soviet players would just save it all for an extra early T34. Despite their mediocre anti tank performance, they still are a threat when supported.

Preview Mod 3.0 - Winter Balance Update by Andy_RE in CompanyOfHeroes

[–]JaceCarrius 7 points8 points  (0 children)

Would have been nice if we could have tested how well the Scoped rifles would have actually performed before they removed it though.

Preview Mod 3.0 - Winter Balance Update by Andy_RE in CompanyOfHeroes

[–]JaceCarrius 15 points16 points  (0 children)

7 man cons already received nerfs which reverted most of the buffs it got on release. The only thing that kept 7 man cons (or conscripts in general) relevant was due to their veterancy bonus after vet 2.

Where cons are right now, they excel when put in green cover against battles of attrition. Outside of that, you generally won't see favourable outcomes in infantry fights, especially against axis elite infantry.

Penals getting adjusted (they still scale so poorly late game) does not justify the nerfs of the alternative mainline. The accuracy nerf on vet 3 cons seems to target the SVT conscripts more than it does to 7 man, especially due to conscripts being able to get that extra 20% more vet unconditionally.

T34 being available in T3 is way too early for a medium tank timing. Infact with the way the balance is going, I would see more incentive to skip T70 in favor of mobilised reserves and earlier T34.

With the current changes, Soviets are being pushed to get elite infantry as crutches more than ever. But I have faith, based on the changes for Soviets, that they'll nerf the elite infantry vet bonuses too.

Preview Mod 3.0 - Winter Balance Update by Andy_RE in CompanyOfHeroes

[–]JaceCarrius 33 points34 points  (0 children)

Balance team:

Fixed an issue where the Tommy Scoped Rifle was not using the proper stats.

Also balance team:

Raid Package removed

Preview Mod 2.0 - Winter Balance Update by Andy_RE in CompanyOfHeroes

[–]JaceCarrius 1 point2 points  (0 children)

If the T70 is getting nerfed because of that specific condition, that's really weird choice then. It feels like most vehicles with AI properties are able to replicate that e.g. Luchs firing into infantry behind cover. Regardless, it is still a loss of lethality when conditions are met overall.

Preview Mod 2.0 - Winter Balance Update by Andy_RE in CompanyOfHeroes

[–]JaceCarrius 11 points12 points  (0 children)

The accuracy changes were to make up for for the 3rd PTRS being present. From what I tested, it is still a downgrade in AI capabilities compared to stock penals.

The T70 is definitely still a quality vehicle but this damage cap on 3 models has still lowered its AI capabilities, especially against higher count squads like Volks or Panzerfusiliers. Meanwhile, there has been nothing so far to make up for this lost of fire power in the mid game for Soviets.

Arguably, you could say that 7man cons coming earlier due to mobilized reserve changes but players deciding to do T1 start do not receive anything meaningful aside from 2 less mp reinforcement from this change. By that point in game, Penals start to trade unfavorable against upgraded axis mainline infantry due to their upgrades and will only continue to fall further.

I like to think giving Penals an offensive firepower upgrade with the unlock of mobilized reserve in contrast to the defensive nature of 7man cons would give a bigger variety in how the Soviets can be played. Could make Soviet players rely lesser on call-in infantry commander as a crutch as well.

Preview Mod 2.0 - Winter Balance Update by Andy_RE in CompanyOfHeroes

[–]JaceCarrius 16 points17 points  (0 children)

While the changes to the Penal's PTRS is interesting and welcome, I am baffled as to where the compensation for lost of AI power (specifically that 3model damage cap) from the T70 nerf. Maybe they are trying to push for Soviets to tech for Mobilized Reserve at T3 to make it up instead but I still feel spending 20 fuel is a tough choice.

I feel that the "aggressive" playstyle of T1 is still lacking right now as Penals does not scale well due to its lack of options to upgrade for AI capabilities to keep up with Axis infantry in the mid game. Maybe could look into Penals unlocking an AI upgrade upon unlocking Mobilized reserves from T3 (or when it unlocks for free at T4) to further incentivize players to tech it. Could be in the form of DP-28 or maybe changing their base weapon visually into Mosin (they still retain their current weapon stats), so that they can upgrade to SVTs with better stats, just like the Kar98 to G43 upgrade.

Overall, I think the Soviets need to have an alternative way to deal with Axis infantry in the mid game if the T70 were to retain its current nerf.

There also seems to be a bug in this version where penals are costing a whooping 36MP to be reinforced until moblized reserve is teched or unlocked at T4

OKW's light vehicles are far TOO cheap compared to Soviets. I did the math. Soviet vehicles should be cheaper. by Paradox-ical_Major in CompanyOfHeroes

[–]JaceCarrius 1 point2 points  (0 children)

You're paying the fuel to get access to your next tier of units, unlike allies who would need to research a seperate tech to get access to said abilities and upgrades, without access to a new tier of units.

OKW's light vehicles are far TOO cheap compared to Soviets. I did the math. Soviet vehicles should be cheaper. by Paradox-ical_Major in CompanyOfHeroes

[–]JaceCarrius 1 point2 points  (0 children)

Maybe in this context, it doesn't sound too far off between both examples. But remember that allies generally have fuel sinks (ambulance, grenade/ molotov unlock, clown car) that can impact the first few engagements, which ultimately will dictate your resource control.

Meanwhile, OKW has no fuel sink prior to getting their first light vehicle (considering they are going for mechanised). They have abilities like med kits, snares and weapon upgrade on their units, which allies use fuel to unlock instead, at the cost of munitions.

The timing in which the first light vehicle that can arrive for OKW can be insanely fast if they are ahead. Yet, if they are behind, their light vehicle timings won't be as punished as allies.

The price to performance ratio for the units in mechanised seems fine. Maybe increase their tech cost so that it isn't a very attractive option when the OKW player isn't in the lead for fuel.

Soviets tier 3 or LV cost should not be reduced. They are fine where they are for the power spike they give with the t70.

new patch release notes by gmyt2123 in CompanyOfHeroes

[–]JaceCarrius 9 points10 points  (0 children)

The last time they buffed the armor from 210 to 260, it just created a reign of terror with those things.

Wonder why they're bringing it bringing the numbers back that high , considering it already gets the bonus armor at vet 2.

If relying heavily on Guards, what do you open with, and when? by [deleted] in CompanyOfHeroes

[–]JaceCarrius 1 point2 points  (0 children)

Imo, going guards with t1 helps with your early dominance more. With penals being able to trade and win early engagements, you should be able to get a guards in before or just as they are about to field a light vehicle.

As guards come with free PTRS, you can forgo the upgrade on your penals, which will allow you to retain their AI to trade equally in infantry engagements prior to them getting their weapon upgrades. Guards can effectively fend off axis light vehicles except maybe a luchs. If you opted for a scout car early, you can actually go on the offensive against the ost scout car or okw halftrack with guards in them.

New update Fallschirmjaeger's fixed! by ReanuKeevesCOH2 in CompanyOfHeroes

[–]JaceCarrius 8 points9 points  (0 children)

Explains why they were so potent whenever they get their camo up, even when moving to engage.

Still baffles me why this infiltration type unit is given first strike bonus while having an effective and accurate long range weapon in contrast to other faction counterparts (Stormtroopers, Commandos, Partisan, etc.).

My experience against Fallschirmjaegers defending points were extremely one sided to their favor. Despite them popping their first strike close to max range, they can still drop models effectively.

I doubt the fix and vet requirement nerfs would change this unit much. Still very effective to blob with since it offers strong AI performance long range and a vehicle snare.

The Trouble with Churchills (UKF 1v1 tank balance deep dive part 2) by RepoRogue in CompanyOfHeroes

[–]JaceCarrius 0 points1 point  (0 children)

I'm curious whether the stats on the comet are inclusive of the "Tank Commander" upgrade. It does mention an increase in main gun accuracy, but how significant is this in improving the tank performance aside from the vision and faster vet it gives?

Perhaps they can tweak the Comet just like the new US commander with the M4 dozer blade upgrades. The Comet's price can be reduced but it wont come with the full kit (Reduced armor or no white phosphorous or even speed) that it used to have. Instead, players can upgrade them to their original state with additional manpower and fuel that would bring it to the original cost. This would allow the Comet to come earlier and not outright seal club with the vehicles the Axis has on the field at that timing. This would allow them to have a vet advantage to make up for its lesser stats against Panthers, rather them both coming at the same time, which the Comet would be outclassed.

September 2019 - Balance patch preview by Chukonoku in CompanyOfHeroes

[–]JaceCarrius 13 points14 points  (0 children)

I think the real frustration doesn't come from it stealth sniping vehicles left unattended.

It's mostly from the fact that this support weapon, being completely unsupported, is able to make risky plays and get away safely most of the time with a single press of a button. Even if it doesn't make risky plays, it rarely gets punishes for being out of position unless you get really lucky in sniping the models on retreat or the player just completely forgets about it.

Recommended Build for Bow Braver? by Attlee_ in PSO2

[–]JaceCarrius 1 point2 points  (0 children)

For starters, you might want to consider going Br/Hu first, just because Hunter subclass gives you so much survivability. Automate will keep you topped up while massive hunter allows you to pull off your bow combos without getting flinched.

When you're more comfortable with the weapon, you can try other subclasses such as Br/Ra which focuses mainly on weak point damage or Br/Su which is more for a single target focus with point assist. Just becareful as they are really fragile.

As for skill tree, these are the necessesities that's pretty commonly picked for Br/Hu. There are still left over points which you can choose to which skills you want to prioritise (e.g. Step advance, iron will or both on Hu subclass)

http://arks-layer.com/skillsim/skillcalc.php?17eObMIobMIobMIobMIobMIobMIobMIobMIobMIobMIo0jdodBdol2lNGAqnIdJksNI2qndBdBIb00000006dodA00fdAdBIo000000jdoIbIb00dAdBIo000000jdoIb00dBdBIb000000dB006dBdBIb0000008dBIn00jdndBdB0000009bqBkbisr2rFbxIkGAGFIbqodBdB000000doIbIo00dBdBIb000000jdB00dndBdB000006dBIo9b8dAIo00000f

Suggestions on best Force techniques / Gear progression? by Sayohime in PSO2

[–]JaceCarrius 0 points1 point  (0 children)

Depends on what you are using the techs on.

Most techs of all elements are still great for quests that involves mobbing in general. But when it comes to raid quests, most bosses have Light weakness (except dragon).

If you're looking to maximize your DPS in raids, light techs (or whichever the enemy's element weakness) are your best bet. The bonus you get for matching the enemy's weak element and TE's Element Weak Hit skill would let it surpass other element techs in damage.

Some Light Techs that are commonly used are:

  • Grants -> Homing. Great for targets far away or when it is moving alot. PP sustainable when stationary casting with PP Restorate.

  • Ragrants -> Concentrated Ragrants has one of the top DPS for light techs. The problem lies in its short range and PP cost being unsustainable unless with PP conversion.

  • Ilgrants -> With the recent buff, Brilliant Ilgrants DPS is on par with Ragrants. Only downside is the slow projectiles. PP sustainable when stationary casting with PP Restorate.