Copy pasting from a different thread:
My ideas for a volk rework/suppression fix
USF buys riflemen who will always function roughly the same with minor changes depending on how you equip them. The 'nature' of the squad doesn't change.
How about OKW you buy the cheap infantry squad - volks - then upgrade them in a way that fundamentally changes how the squad operates.
Basic volk squad would be a very cheap RE/Ostruppen deal with a merge ability, they can then be upgraded with an mg42 which gives them the ability to set up a suppression cone, but can't be fired on the move and needs a setup/teardown time. Effectively changing the squad from basic infantry to a support weapon.
Remove the panzershreck upgrade, another upgrade would be a raketenwerfer. You want a raketen? Buy volks, upgrade them to be a raketen squad - raketen can even already retreat like a normal support weapon.
Other upgrade could be mp40/stg44 upgrade turning them into assault troops, or a repair upgrade turning them into good vehicle support troops with maybe a Faust snare ability too.
Each of these upgrades could be tied to the deployment of a tech building that makes an interesting choice for the player.
If you want elite infantry you still need obers to fill the gap like paras or falls. Remove the suppression from kubel after this change, give pshreck to Sturm's with toggle ability same as minesweeper.
It would even make a sort of thematic sense as volks being a cheap basic unit that needs to be trained into a specialised dedicated role. They'd be a sort of glue holding the big building block units of OKW together. |
i have to ask you this, what does ur name mean ?
It's just meant to meant to be a quick generic name that means nothing for a forum. It's also a short way of writing ULTRASUPER_3000, my elite world of tanks name., U-Ultra S-Super 3000-3k |
Coh was originally designed as a game where all factions were balanced across all moments of the game. That is the best way to balance factions with wildly different unit compositions.
The idea was basically to have all factions with equal 'power' at all times, but with the aggressive advantage going to one side and the defensive advantage to the other for each game 'phase'.
Unfortunatly, with COH2, this design base was never solidified, and the game devolved into straight advantages for certain factions at certain times (okw, usf, ukf). The vanilla factions became purely defensive (ost) or offensive based with all the shock units (sovs).
Because of this issue, the game has become impossible to balance in the traditional coh way, due to the fact that both sides have advantages all over the place.
Short of perfect balance in terms of unit power with their cost, the game will always have balance issues, and even with perfect unit balance, some factions will still have the advantage based off of their ability to field "shock units" that give them the initiative (soviet t3, usf midgame).
I really don't know any simple solution to this besides a radical redesign of all factions, and since that is impossible, I also don't forsee balance ever really being perfect.
Not to say they shouldn't try, but i don't expect the game to become well balanced in any short range timeframe, especially when we have new factions and commanders arriving, and most certainly not with the synergies available in teamgames.
+1,000,000. Sums up my thoughts when relic did that faction overview graphic showing what factions they thought were strong at what phases in the game. Completely flawed design principle.
USF basically starts at t0.5, then goes t1.5, t2.5, t3.5, whereas Ost goes 0,1,2,3,4 - always a step behind until the very end which it can rarely get to and can exploit usf's own design flaw |
He says 'frustrating the majority of the playerbase' and we all laugh, but think about it - 4v4s are really popular, allies have a chance in 4v4s now annoying the majority axis 4v4 player base of yesterpatch, therefore actually annoyimg a large chunk of player base. He speaks the truth! |
Generally I use them as a stop-gap light AT if I've gone t1. OST will very likely go 222 if you've gone m3 which guards counter nicely. They also do well against all OKW vehicles up to the pIV which gives a huge window, but I do agree they're not as good against volk spam which is pretty prevalent. They aren't bad at all, just the units they work well with - sov t1 - and the units they counter aren't much used at the moment. |
My ideas for a volk rework/suppression fix
USF buys riflemen who will always function roughly the same with minor changes depending on how you equip them. The 'nature' of the squad doesn't change.
How about OKW you buy the cheap infantry squad - volks - then upgrade them in a way that fundamentally changes how the squad operates.
Basic volk squad would come with basic kars, they can then be upgraded with an mg42 which gives them the ability to set up a suppression cone, but can't be fired on the move and needs a setup/teardown time. Effectively changing the squad from basic infantry to a support weapon.
Other upgrade could be mp40/stg44 upgrade turning them into assault troops, or a repair upgrade turning them into good vehicle support troops with maybe a Faust snare ability too.
Or thinking more radically - you want a puppchen? Buy volks, upgrade them to be a puppchen squad - puppchen can even already retreat like a normal support weapon.
Each of these upgrades could be tied to the deployment of a tech building that makes an interesting choice for the player.
If you want elite infantry you still need obers to fill the gap like paras or falls. Remove the suppression from kubel after this change, give pshreck to Sturm's with toggle ability same as minesweeper.
It would even make a sort of thematic sense as volks being a cheap basic unit that needs to be trained into a specialised dedicated role. |
Steppes is particularly bad for volk blobs. Stick with t1-t2, get some shocks, don't spend fuel on vehicles and pic a doc with a nice call in. That's just the nature of 4v4's though |
I gotta say I'm a big fan of the isu. Leave it on HE behind the front line and it just collects wipes. I've had games where I've used it as a crutch to just go t1-t2 and hold out for it.
Its AT performance is lacklustre, but it doesn't really need buffing. I go is2 if I want an offensive tank, isu+atg/su-76 to clean up defensively behind cons. It's like an AI jt. |
Think Team games are bad?
how about queuing 1v1s against USF as Osteer for 5 hours.
10 minutes of being constantly choked until you finally break.
"that's it I'm playing allies"
Axis 20%
Allies 80%
gardening come on.
But as everyone knows from a few patches ago 90%:10% matchmaking percentages aren't because one side is OP, it's because people enjoy playing one side more! Just flank and smoke! /s
The way I see it americans and ostheer will always have balance problems, as Ost starts at t0 then goes t1, t2, t3, t4,. USF starts at t0.5, then goes t1.5, t2.5, t3.5. Basically always a step ahead until late game |
They need to properly balance howitzers and counters. Currently they're a neutered version of a broken implementation.
Scale the damn range by map size. Make the range somewhere around 50% of map length. Revert the howitzer damage back to what it was a couple of patches ago, make the "distant thunder" noise louder.
Make them buildable in base, remove the ability of off-map to hit base sectors.
Result would be a powerful unit capable of wrecking *static* play *in range.* this range would have been reduced to a sensible amount that it forces player choice: Do I build a safe howitzer in base capable only of hitting my side of the map? Or do I build a howitzer out of my safe zone for a greater risk but greater reward?
Opponent can then counter play as the more aggressive the howitzer the more vulnerable to a raid. A howitzer able to hit the enemy base would need to be built in a practically suicidal position.
2 click counters wouldn't work in base removing the current broken ultra counter state, but again, the howitzer would be limited to the areas it could reach from base.
Currently howitzers are a waste of 600mp, and a waste of a doctrine slot. They do too little damage and are either uncounterable or completely negated depending on doctrinal picks. In a 2 player matchup with a howitzer involved one player will always lose out to something they have no counter for. Either they get bombed out from afar if they have no call in, or the howitzer gets deleted every time it's built by an unstoppable off-map. Nobody wins.
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