Another change I would suggest is increasing the crew size of the OKW buildable Flak. With a 2 man crew it currently gets decrewed by a single shot from a Sniper.
I tried that. The crew stands way outside the damn thing because there is no room in the flak model, so it takes them several seconds to reach the gunner seat and it looks really stupid for them to be standing out there. I'll rather just disable sniper kills on them than increase crew size if I can't figure out a way to get them to chill inside the sandbags.
Easy eight change made it too powerful and cost -effective again.Combined with the reload buff to t-34 all the less reason to build panzer 4 with its poor penetration.
.25 seconds off t34/76 does absolutely nothing to the fact that a PIV is far superior to it. Easy Eights I can't really comment on because I have not even been able to play a game against players yet where they actually showed up. If they really are overperforming that badly I will primarily start by reducing their anti-infantry potential or increasing cost though, because making them weaker against tanks just makes them more and more like the regular Sherman.
Was tiger change necessary,considering its already outclassed by is-2 at same price?
Yes it was. That squad wipe machine had to be changed.
Flamethrowers are the best choice IMO. OKW kinda lacks the ability to clear buildings and flamethrowers wouldn't make them too strong with higher vet levels.
Actually they would make them super strong, they would be by far the most durable flamethrower unit in the game and the relative lack of offensive vet on volks does not matter one bit to the flamer. I also don't think it's good design for the primary infantry to have a flamethrower, I was seriously considering doing something about the rifleman flames as it was but left them alone for now because they're doctrinal.
Sturms are expensive and extremely slow to reinforce,
Which is why they are the most fitting platform for schreks. The weapon is just too good when fielded in large numbers because the alpha strike without any reload time is enough to kill 90% of allied vehicles after you have 5 or 6. Too bad they have a bunch of other important tasks already.
I think I'll test whether I can force units to keep a weapon unloaded before combat. See if anything can come out of that vector of change.
Cruzzi? What's your opinion if getting the COH1 fast deployment speed of sandbag and wire to Pio, stumpio, Volks, Gren, CE, RE, infantry company Rifles?
This stuff should increase the strategic depth of the game, COH2 wire is too slow to be effectively letting players altering the environment for their advantage. Light vehicle also arriving too early able to erase the wire too easily. How about light vehicle able to crush wire but slowing the speed for a while?
Cutting wire doesn't making the cutter ultra vulnerable like COH1, how about adding this too?
Wire cut already gives 200% received accuracy and 300% received damage for the 5 second duration of the ability.
Sandbags, I'd rather not. Green cover is way stronger against non-small arms in this game than in coh1, if I made it easier to get green cover in every fight then I'd have to change all of those cover modifiers to worse.
Crushing wire slowing light vehicles down, maybe. I'll have to check if the crushee action will actually apply something like that properly. Faster wire and/or wire on more basic infantry? Not really a fan, I might consider looking into it much later but to be honest all I see coming out of that is weird abuse rather than "strategic gameplay".