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russian armor

Fantasy changes

5 Mar 2014, 00:38 AM
#1
avatar of ferrozoica

Posts: 208

Now I know none of these things will probably change but here is what I would do (in no particular order) -


Make ram critical dependant upon health/armour and facing of vehicles, make ram cause more damage to both vehicles. Switch ram with secure territory at vet 1

Increase frontal armour of Stug, increase reload, reduce fuel cost

Make soviet sniper 1 man, switch stats to mimic Ost sniper, lower flare cost (their abilities make them different enough)

Switch trip wire flare with Oorah! at vet 1, reduce MP cost of conscripts slightly

Remove engine critical chance from Pfaust, increase damage

Remove "auto seeking" AT nades - if it moves out of range the animation won't continue to activate

Reduce MP of artillery, give fuel cost, reduce number of shots, reduce time of firing in between shots

Give soviet SC an upgrade; remove passanger capability, increase sight range

Switch Ost SC with mortar, make SC upgun T2 and increase health with the upgun

switch T34 with SU76, increase penetration of SU76, reduce T3 fuel cost


What would you change if you could..?
5 Mar 2014, 01:17 AM
#2
avatar of JHeartless

Posts: 1637

Make Teching to Ost T4 just as expensive as T3. Increase the fuel cost and population cap of Panthers.

Decrease the cost of Brummbar

Lower Penals cost. Give them an upgrade that costs 120Muni and will make them the undisputed glass cannons of COH2.

Make Ost troops spread out more and not clump together

Reduce the last nerf to moving scatter and accuracy making both the T34/76/T70 and the Ostwind good at their jobs (Pesonally tired of a single Shrek squad sitting at Point Blank range owning a T34/76 or T70)

Swtich Ost mine mechanics to Soviet and Vice Versa.

Reduce armor and cost of Shocks make them better than Pgrens still but not LOL at 5 G43 squads (exageration)

Add a Soviet Lend Lease Bazooka to any infantry unit i dont care which.


5 Mar 2014, 01:34 AM
#3
avatar of BabaRoga

Posts: 829

Now I know none of these things will probably change but here is what I would do (in no particular order) -

Make ram critical dependant upon health/armour and facing of vehicles, make ram cause more damage to both vehicles. Switch ram with secure territory at vet 1



How do you propose to deter Panthers roaming around the map without deterant? (keep in mind you already took away Oorah, so at nades are out of question too)

Hoping to vet up is kind of, well hopeful

Increase frontal armour of Stug, increase reload, reduce fuel cost


Cheap powerful tank at T3 combined with PG's? don't see the problem there?

Switch trip wire flare with Oorah! at vet 1, reduce MP cost of conscripts slightly


You would have to reduce cost of conscripts to almost nothing, because you just made them useless. No Oorah, means no molotov and means no at nade (unless you play vs some noob who can't reposition their HMG or comes with light armor and parks next to you for at nade.
Having bunch of spammable infantry that is used as cannon feed infantry is not really my idea of interesting tactical game

Remove engine critical chance from Pfaust, increase damage

Any idea how to deal with clown cars, T70, defend against the ram? I got nothing

Remove "auto seeking" AT nades - if it moves out of range the animation won't continue to activate

'auto seeking nade' is just animation, it means that player AT naded your vehicle while you were in the range. Removing animation would mean you get instant AT nade without animation, nothing else
If you got 'auto seek AT naded' it means you didn't evade nothing. Your fault, not game being against you

I won't go on

5 Mar 2014, 01:44 AM
#4
avatar of Rizza
Donator 22

Posts: 101

As I've read somewhere else on these forums, switch T34 with SU76 and say goodbye to T3!

Ram should only cause engine crits not main gun damage, that way ram would be used only in appropriate situations.

If the stug was improved, the t34/76 would need to be as well.(doesn't the stug cost 55 fuel? I can't see It being any cheaper!)

The two man soviet snipers don't bother me that much, early game snipers in scout cars is probably a bigger problem especially after watching the esl 2v2 finals, Germans haven't really got a counter until T2.

pfaust is powerful enough already.

Increasing the machine gun damage on the scout car without passengers, then decreasing damage with passengers would be ok, I cant see the passenger ability going though.

5 Mar 2014, 01:51 AM
#5
avatar of BabaRoga

Posts: 829

jump backJump back to quoted post5 Mar 2014, 01:44 AMRizza


Ram should only cause engine crits not main gun damage, that way ram would be used only in appropriate situations.


agree

100% of time engine damage, never main gun nor immobile. The RNG with main gun and immobility gimmick is really what is very wrong with ram ability.
5 Mar 2014, 10:26 AM
#6
avatar of ferrozoica

Posts: 208


You would have to reduce cost of conscripts to almost nothing, because you just made them useless


I rarely use Oorah. It certainly wouldn't affect my gamestyle much. I just don't like the combination with the AT nades/molotovs - flanking should be utilised more



Any idea how to deal with clown cars, T70, defend against the ram? I got nothing


Pfausts - SC's - Shreks/Paks etc... the usual



'auto seeking nade' is just animation, it means that player AT naded your vehicle while you were in the range. Removing animation would mean you get instant AT nade without animation, nothing else


I know how it works. I meant basically use the mechanic from vCoH; the target vehicle must stay in range for the grenade to hit
5 Mar 2014, 10:28 AM
#7
avatar of ferrozoica

Posts: 208

jump backJump back to quoted post5 Mar 2014, 01:44 AMRizza

If the stug was improved, the t34/76 would need to be as well.(doesn't the stug cost 55 fuel? I can't see It being any cheaper!)


95 currently :P
5 Mar 2014, 10:54 AM
#8
avatar of Sarantini
Honorary Member Badge
Donator 22

Posts: 2181

Some stuff I wrote for a mod with all my wishlists
https://docs.google.com/document/d/134MUuNhvcEYZIT3uidF1QfmAwH2LdJNn42Gi7S4HiFE/edit

If we are in a fantasy world where everything is possible I would add side armour and penetration based on angle impacts
5 Mar 2014, 11:04 AM
#9
avatar of Katitof

Posts: 17914 | Subs: 8


agree

100% of time engine damage, never main gun nor immobile. The RNG with main gun and immobility gimmick is really what is very wrong with ram ability.


And nothing to the T34 except ram damage I suppose.
Or you expect anyone will ever use 280/85 AT nade?

The title of this thread is really accurate, it is a fantasy realm.
5 Mar 2014, 11:07 AM
#10
avatar of Rizza
Donator 22

Posts: 101



95 currently :P


Fair enough, Isn't there a cheaper stug in one of the commanders?
5 Mar 2014, 11:12 AM
#11
avatar of Rizza
Donator 22

Posts: 101



And nothing to the T34 except ram damage I suppose.
Or you expect anyone will ever use 280/85 AT nade?

The title of this thread is really accurate, it is a fantasy realm.


The T34 would get engine crit as well, It means the target tank would need to have low health and the t34 would need backup from another tank or AT guns. That's how the ability should work in my opinion.
5 Mar 2014, 11:25 AM
#12
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post5 Mar 2014, 11:12 AMRizza


The T34 would get engine crit as well, It means the target tank would need to have low health and the t34 would need backup from another tank or AT guns. That's how the ability should work in my opinion.

And how it would help fighting panther/tiger with T3?
There is a fair chance that vet0 panthers rear will deflect T34/76 shot.

It could work only of soviets could field any kind of mobile AT with T3, but they can't and that kind of ram would be useless, because again, why would I want to certainly loose a tank, when I could just use AT nade?
5 Mar 2014, 11:35 AM
#13
avatar of Rizza
Donator 22

Posts: 101


And how it would help fighting panther/tiger with T3?
There is a fair chance that vet0 panthers rear will deflect T34/76 shot.

It could work only of soviets could field any kind of mobile AT with T3, but they can't and that kind of ram would be useless, because again, why would I want to certainly loose a tank, when I could just use AT nade?


You could get an early t34/76 to ram, then flank with call in t34/85s or IS2.
5 Mar 2014, 13:50 PM
#14
avatar of Kronosaur0s

Posts: 1701

Just switch Mortar with Scout car and upgun upgrade at T2, end.
5 Mar 2014, 14:19 PM
#15
avatar of JHeartless

Posts: 1637

Stay on topic. Dont we have enough Threads about how one Fanboy hates Germany and one Fanboy hates Soviets?

On the topic of Fantasy changes.

100% Penetration on the rear of every tank.

Maus.

Soviet Bunkers.

6 Mar 2014, 11:03 AM
#16
avatar of BabaRoga

Posts: 829



And nothing to the T34 except ram damage I suppose.
Or you expect anyone will ever use 280/85 AT nade?

The title of this thread is really accurate, it is a fantasy realm.


I don't understand the point you are trying to make at all?

I said 100% of time engine damage from the ram. But not RNG dice where ram sometimes does nothing, sometimes causes complete immobility, sometimes damages main gun.

With 100% of time engine damage but never main gun destroyed, nor complete immobility.

It gives enough time to Soviet player to finish of crawling tank, but still gives German chance to defend and crawl back if the attack was never on.

Or you prefer as it is right now?

Of course you would still use AT nade??? why would you ram your t34 if you have a chance to at nade the tank?
Idnk about you, but I prefer my T34 in fighting condition. Rather then half dead from successful ram or dead for sure from failed ram.
6 Mar 2014, 11:27 AM
#17
avatar of buckers

Posts: 230

soviet sniper 1 man

mg/ mortar back to 3 man squads, 25% damage penalty removed. require only 2 man to capture.

panzerfaust should primarily do damage, only engine damage on light vehicle, have a longer range

at nade should not track, only be usable if the tank stays inside the radius for the animation's duration(which is incredily quick)

engineers should get PPSH's toned back on par with mp40

engineer's squad size should be three, cost 150 mp

pio's squad size should be two, cost 120mp


6 Mar 2014, 11:40 AM
#18
avatar of BabaRoga

Posts: 829



I rarely use Oorah. It certainly wouldn't affect my gamestyle much. I just don't like the combination with the AT nades/molotovs - flanking should be utilised more


Agree with flanking, but IMO removing Oorah would just make Cons almost useless. You would need to change a lot more things to make that viable than giving them slight cost reduction

Pfausts - SC's - Shreks/Paks etc... the usual


I don't see how pfausting T70 without chance of engine crit would be beneficial at all, a lot of MP drain for damaged t70 that comes back repaired in 60 sec.

I use Pfaust to cause engine crit on T34 thus preventing the ram and destroying T34, (or I try anyways) never managed to stop one with shreck or pack. Its way too hard for me to support Panther around the map without pfaust when there are t34's about and around.
But fair enough, we are not all equally skilled

I know how it works. I meant basically use the mechanic from vCoH; the target vehicle must stay in range for the grenade to hit


Fair enough, it doesn't bother me either way really
6 Mar 2014, 11:41 AM
#19
avatar of Katitof

Posts: 17914 | Subs: 8



I don't understand the point you are trying to make at all?

I said 100% of time engine damage from the ram. But not RNG dice where ram sometimes does nothing, sometimes causes complete immobility, sometimes damages main gun.

So again, you want to turn it into 280mp/85fu AT nade.
Give me a single reason why I would want to EVER use that instead of AT nades? No, 100% engine damage is not convincing, unless T34 gets out without a scratch.

With 100% of time engine damage but never main gun destroyed, nor complete immobility.

Still AT nade/mine. I'd rather use that instead of give a free tank kill for engine damage only.

It gives enough time to Soviet player to finish of crawling tank, but still gives German chance to defend and crawl back if the attack was never on.

So does mine/AT nade and yet again, it doesn't require to give free tank kill(because the rammed tank would obviously effortlessly finish off T34 if you didn't got that yet).


Or you prefer as it is right now?

I want a functional ability with reliable effect that will not cost me a whole friggin tank or a MOBILE AT source in T3 that would be either sufficient ram compliment or could work on its own, obviously not on SU-85 level.

Of course you would still use AT nade??? why would you ram your t34 if you have a chance to at nade the tank?

And we're back at step 1, WHY would I want to EVER use ram to get same effect as mine/AT nade if I can use much cheaper mine/AT nade? Again, 100% chance is not convincing at all.

Idnk about you, but I prefer my T34 in fighting condition. Rather then half dead from successful ram or dead for sure from failed ram.

Me too, but your suggestion means always 100% dead T34 for something that T0 infantry can do for ~30 munition.
So yea, I'd rather have current roulette then "hey, let me love you" ability that will ensure my T34 will be a scrap metal within 10 seconds.
Out of all the changes suggested to it, the only one that actually makes sense is long crew shock for both tanks.
6 Mar 2014, 11:52 AM
#20
avatar of KyleAkira

Posts: 410

I like most of your suggestions except the last 2.

T34 is fine where it is, and Su-76 is fine where it is. I would only increse the acuracy of the Su-76 vs infantry because atm, SU-85 kills more infantry than Su-76 main gun (not the barrage)
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