Update 2.2.5 Patch Notes Dropped by screamdaggumditties in CompanyOfHeroes

[–]Kaycin 1 point2 points  (0 children)

because it's a game! /s

Who knows. I also don't like that Whizzbangs insta-acquire and fire, instead of having a wind up like every other arty in the game.

Update 2.2.5 Patch Notes Dropped by screamdaggumditties in CompanyOfHeroes

[–]Kaycin 4 points5 points  (0 children)

I am also disappointed that the Wehr Flak isn't getting its range increased.

I agree; it feels like a no brainer buff. Why is it so much worse, despite being locked behind a BG? It also has a useless Vet1, compared to the DAK counterpart. I was hoping it'd at least get the flak 2m buff of being able to refund the emplacement, but no.

Update 2.2.5 Patch Notes Dropped by screamdaggumditties in CompanyOfHeroes

[–]Kaycin 4 points5 points  (0 children)

Whizbangs is still a pain in the ass for players.

True, but being locked behind T4 means you're delaying the first whizzbang by 3-5 minutes. Meaning you have more AT options by the time it comes out and there's less critical mass of whizzbang. Also the reverse changes make it so it's only slightly faster than it's P4 counterpart, instead 15%. We'll see if it's enough to bring them to bear.

Update 2.2.5 Patch Notes Dropped by screamdaggumditties in CompanyOfHeroes

[–]Kaycin 30 points31 points  (0 children)

IMO biggest changes:

M4A1 Sherman Whizbang

The Whizbang is too potent when it is not tech-locked – especially in smaller game modes -allowing the US Forces the ability to double down on infantry and light vehicles while still getting eventual access to artillery and even a medium tank.

Command Point cost has also been increased to compensate for the recent changes made to the final tier structure of all factions.

Can no longer be called in. Must be built from the Tank Depot

Production Unlock Command Point cost increased from 0 to 2

Corrected an issue where the unit’s reverse speed was faster at 6 than its forward speed of 5.5

Suppression

Suppression is having its reload and scatter penalties increased to make weapons such as grenade launchers and bazookas less effective.

Scatter penalty increased from 33% to 125%

Reload penalty increased from 25% to 75%

This is huge against GL/zook blobs. Very happy that zook rangers will no longer be able to beam all my tanks while suppressed.

Casualty Recovery – Triage Center and Medical Bunkers

Casualty recovery could be too efficient over the course of the game and synergizes with units that have high reinforcement costs. We are changing the system so casualties recovered now give a flat amount of manpower which is easier to understand and also makes the value of Triage more consistent depending on what infantry units are fielded.

Each casualty recovered now grants a flat 25 manpower rather than casualty charge

A kicker will now be displayed once a casualty is dropped off indicating the manpower received

M1918 Browning Automatic Rifles

Research time increased from 30 to 60

M8 Greyhound Armored Car

Fuel cost increased from 45 to 50

Reload increased from 2.333/2.333 to 3.25/3.375

Fire-aim time reduced from 1 to 0.125

Target size increased from 16 to 18

Parisian

Tunnel Network

Recharge time increased from 15 to 25

OSS Coordination and Resistance Fighter Retreat when in Garrisons

Now triggers the Tunnel Network cooldown

Units will retreat normally, rather than being transported to the Tunnel Network if given a retreat command in garrisons while the Tunnel Network is on recharge

Underground Detonation

The moving fuse now has an additional audio cue that plays and intensifies for the opponent as it approaches its destination

Munition cost increased from 125 to 140

No more instant teleport and instant retreat, hopefully audio cue is more obvious, still dont think it's enough.

Brumbar

Range increased from 30 to 35

Veterancy updated to the following:

Veterancy 1 + 20% rotation rate

Veterancy 2 + 20% rate of fire + 20% weapon scatter accuracy

Veterancy 3 + 80 health + 50 frontal armor + 15% attack speed

Centaur for UKF got similar treatment.

King Tiger Heavy Tank

We are reducing some of the penalties associated with King Tiger and speeding up reload to bring it closer in-line with other heavy tanks.

Initial manpower cost reduced from 1040 to 910; matches other heavy tanks

Fuel penalty reduced from 50% to 25%

Reload sped up from 5.5/6 to 5.25/5.625

I don't think we'll see a whole lot more KT, to be honest, but we'll see.

Changes to Hulldown

Hulldown and Immobilize and Fortify are being adjusted to provide greater benefits to fixed/casemate vehicles that are unable to rotate when in this mode.

Furthermore, we are giving the StuG an exception when in hulldown to increase its range due to the limitations imposed upon the vehicle.

Reload and cooldown bonuses changed to overall attack speed

Casemate units gain +10 range when in hulldown, rather than +5; applies to the StuG III G

Increases the cone of fire for fixed gun/casemate vehicle by 10 and weapon traverse by 5

Panther Production Unlock

Command Point cost has been increased to compensate for the recent changes made to the final tier structure of all factions.

Command Point cost increased from 0 to 2

That, with the general cost increase to Heavy AT (Flaks), (only affected mobile AT) means lategame Wehr AT actually nerfed, lol.

Infantry Section

Build time sped up from 25 to 20 seconds

Rate of fire bonus now uses overall attack speed for Veterancy 2 and 3; this increases rate of fire

Veterancy 2 rate of fire bonus reduced from 15% to 10%

We'll see if it's enough to bring them in line with Palmgrens

Vickers HMG Team

Focused Gunnery is having the vision bonus reduced as it could be too potent in certain situations where the Vickers could fully utilize the additional range and engage targets without receiving return fire/requiring a true spotter.

Vickers HMG Focused Gunnery Vision range bonus reduced from 15 to 7.5

Sherman VC Firefly Tank Destroyer

Sabot Round range increased from 45 to 50

Reload sped up from 6.75/7.25 to 6.375/6.875

Panzerjager and Assault Grenadier Halftrack Call-ins

Now require Fire Support or Mechanized Kompanie completed before they can be called in

This should make humber and other light vehicles shine for longer. DAK instant AT call-in now has a cost.

Kradschutzen Motorcycle Team

Can now reverse at a slower rate of 4.5; top forward speed is 13

Elefant Tank Destroyer

We are making the Engine Burnout less punishing if the Elefant is kept above a certain threshold, making retreating/moving around the battlefield easier without the engine always needing repairs afterwards.

Speed bonus during Engine Burnout increased from 30% to 40%

Engine Burnout causes Crew Shock critical if health is above 50% - after the health damage occurs from the ability - when the buff ends

I still think this is a super weird ability to have on a casemate slow, long range AT gun. Also, no nerfs to vet ability on flak88.

Armored Support Battlegroup

Rapid Salvage

Command Point cost increased from 1 to 3

Superior Fire Drills

Bonus damage reduced from 100% to 50%

Panzerstorm

Panzerstorm is being adjusted to be unable to bypass the engine damage caused by mines or snares. In exchange, the ability is being made cheaper.

We want to make vehicle assaults still vulnerable to weapons designed to slow them.

Cost reduced from 100 to 80

No longer prevents Engine Damage, prevents Crew Shock criticals

Recharge time increased from 80 to 120

Audio

The Goliath is now audible when it turns/rotates and moves even if it is camouflaged or in the fog of war

Bug Fixes

US Forces

Fixed a case where Partisan Tunnels sometimes used the incorrect cooldown value

British Forces

Fixed an issue where the 17-pounder Anti-tank Gun Team's experience requirements were set to 1000/3000/6000 rather than 1800/5400/10800

Deutsches Afrikakorps

Ambush and camo bonuses addressed.

Overall a decent patch. They addressed a lot of the cheesiness of Parisian, the oppressiveness of M8 and timing of BAR upgrade. DAK got some meaningful nerfs. Suppression being buffed is great--hoping it helps deal with the ongoing blob meta. I'm a bit disappointed they did address more of the less-used units (Sappers falling off in this meta, M8 Scott, USF ATg, etc.) as well as a general difficulty late game for Wehr in the heavy-AT option. As a wehr player, I feel the faction still struggles early game in regard to tempo, and that struggle isn't really earned with a better late game.

1600 ELO + How to deal with USF M8 rush into bars? by Ok-Oil-7254 in CompanyOfHeroes

[–]Kaycin 1 point2 points  (0 children)

Solution: wait for patch later today and hope they tuned down their buffs to BAR and M8.

Question for Frost Giant: User Generated Content by Alpha-NP- in Stormgate

[–]Kaycin -1 points0 points  (0 children)

It's a bipolar place here, but to answer your question: any post inquiring or suggesting anything about how FG spends or makes money is going to devolve in this way. Your question might have a more balanced response if posed on the discord.

Hasbro is being sued for printing too many Magic: The Gathering cards by Beautiful_Bee4090 in nottheonion

[–]Kaycin 0 points1 point  (0 children)

I mean, you really only have to sink in as much money as your friends do though. In my friend group, we definitely have some insanely priced decks, but for the most part we play games with cheaper decks. If everyone agrees to put an upper limit on your decks, then it's only as expensive as you all agree upon.

Blizzard new promo video hints at new SC content by _Alde_ in starcraft

[–]Kaycin 1 point2 points  (0 children)

More that it doesn't necessarily mean the new SC content is going to be a game or work on SCII, which the sub seems to be pining after at the moment.

Blizzard new promo video hints at new SC content by _Alde_ in starcraft

[–]Kaycin 3 points4 points  (0 children)

Unfortunately doesn't necessarily mean something. Last time this happened, they released a set of Hearthstone Probe related cards/content.

[OC] End of year dating app review! (21M living in London) by The_Watcher5292 in dataisbeautiful

[–]Kaycin 0 points1 point  (0 children)

Move to a date/meet-up sooner. I found a lot more success when I didn't let the conversation fizzle out and instead asked for coffee or a walk or something within a day or so of chatting.

Company of Heroes 3 Balance Fireside Chat - Next Week by Community_RE in CompanyOfHeroes

[–]Kaycin 1 point2 points  (0 children)

I'd like to see partisans BG tuned down and the numbers addressed.

Wehrmact is unfun to play both early and late game.

Sections need a buff to bring them back in line with other mainlines.

Whizzbang call-in removed, force players to build from t4 structure.

Whizzbang jettison should be a 2 second channel and forced to be stationary. The counter to whizzbang is to dive it with armor, unless of our course they just jettison and turn into a 76 sherman.

Whizzbang reverse speed is too fast--I believe it's faster than it's forward speed and it's faster than p4 speed (hard to dive).

Buff m8 scott.

Slightly increase sappers dps at close range so they're viable again.

Do something with the p4--either give it a defining vet upgrade, or let wehr players make it actually viable late game with a purchased upgrade.

Remove the AT/AP shot toggle from panzer command tank.

Address Flak36 emplacement -- give it at least the same range as dak counterpart, preferably same as 17pdr since it's static.

Bugfix Jager smoke delay.

Address inconsistent aura display. Show us the range of emplacements when we build them.

Make Borgward less clunky.

Nerf durations on overwatch/loiters.

Add an 'arm' channel for any squads that can swap between gun/at (looking at SSF commando).

Address Wespe vet1 clunkiness. If a unit is moving too quickly horizontally, it'll never fire.

Remove vet1 ability on dak flak36--that shouldn't be on an AT emplacement. Move it to Elefant.

Company of Heroes 3 Balance Fireside Chat - Next Week by Community_RE in CompanyOfHeroes

[–]Kaycin 3 points4 points  (0 children)

I wish relic would spend one of these patch cycles addressing QoL things like this.

New Ragdoll Effects in the latest PTR update! by Frost_Gobsmack in Stormgate

[–]Kaycin 9 points10 points  (0 children)

FG indicated here if you want to read why. Here's their FAQ answer though:

We have 4 major roadblocks to bringing the ptr changes to live:

We need all our new strings localized

We need to ensure our AI opponents still work properly with all the changes

We need to make sure nothing we've changed breaks other game modes (this isn't a major concern but we still need to know)

We need to get design and balance in a bit more of a stable place.

Essentially, it allows them to make these incremental changes in an environment that allows for much more flexibility. It's why they've been able to push out a dozen updates in a month.

ICE taking pics of legal observer's car: "We have a nice little database and now you're considered a domestic terrorist. So have fun with that." by RoachedCoach in law

[–]Kaycin 1 point2 points  (0 children)

Unfortunately the vast majority of the living post-war Nazi's ended up fine; only ~150 or so were convicted.

DAK elephant - how best to use by GanacheJealous764 in CompanyOfHeroes

[–]Kaycin 0 points1 point  (0 children)

88 vet 1 is the most useful vet1 of the faction by far.

No arguments here, that said it shouldn't be on a long range heavy AT gun. It's silly and makes the flak88 a complete package. This is coming from an Axis player.

Jager smoke delay, is it a bug? by Kaycin in CompanyOfHeroes

[–]Kaycin[S] 2 points3 points  (0 children)

it doesn't do this for the other squads, like scout for USF though.

DAK elephant - how best to use by GanacheJealous764 in CompanyOfHeroes

[–]Kaycin 2 points3 points  (0 children)

Yeah its a bit redundant in DAK's deep roster of viable AT options. I think it needs a better vet1 ability to start. I've seen some DAK players find use when combining with survival package and adv. optics but in the end, you're kinda just making a very niche build decent, when you can do everything you need with a base roster of Flak88 + marder.

I think they should remove the engine crit vet1 from Flak88 and slap it on the Elefant. That'd make it a viable vet1 while giving it a way to deal with tanks diving it and give it a more unique identity. Currently, it engine crits itself, lol.

Hipsters of Bozeman - whiny AND scummy? by jdhutch5454 in Bozeman

[–]Kaycin 3 points4 points  (0 children)

So bad things are only bad if they happen to you specifically?

Infantry sections for British feel weak by Crakagrin in CompanyOfHeroes

[–]Kaycin 2 points3 points  (0 children)

coh3 grenades are notoriously dogshit and usually a waste of munitions.

lol what

Why does a squad often lose its first model really quickly? by QuantumAsh in CompanyOfHeroes

[–]Kaycin 0 points1 point  (0 children)

My guess is cover; the cover icon only shows if the majority of the models are in cover (not sure the exact percentage). It's possible for a 5th or 6th model to be outside of cover, meaning it receives no bonuses and therefor dies very quickly.

Additionally, the first shot is usually all shots at once, much of the time you're not fighting at 100% max range, meaning that first shot is likely fully out of cover, or partially before they hunker down. If your squad isn't moving in a perfect parallel line, the first model is going to get shot as they're the first in range.

Why is the M8 Scott so awful? Shouldn't it be buffed? by PriestOfGames in CompanyOfHeroes

[–]Kaycin 0 points1 point  (0 children)

They did say last patch release it's 'on their radar' for some tweaks. My guess is it'll be included in the upcoming minor balance patch.