- Pioneers and Combat Engineers could reach Vet 2 more easily, improving their poor repair speed.
- Squads with sweepers could still vet up somewhat effectively.
- Repairing your teammates' vehicles would be more attractive.
What do you guys think?
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Pioneers and combat engineers might need it, the rest not
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Pioneers and combat engineers might need it, the rest not
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I'm not sure if it's possible to have them gain vet from mine/demo kills, since those are separate entities. It's a great idea, though.
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Sure, so long as xp from dealing and receiving damage is throttled to something like 10%, if not outright removed.
Veterancy for kills.
I'm not sure if it's possible to have them gain vet from mine/demo kills, since those are separate entities. It's a great idea, though.
Gaining XP for building would also be nice, but it should be restricted to stuff that costs resources, so you can't spam sandbags for free Vet.
I'd say that the Power Creep from the original factions to the newer ones is especially apparent on Pioneers and Combat Engineers. You obviously need them, because they're your only option for repairs (and because these factions actually have to construct their base buildings ), but they just perform poorly in nearly every regard.
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The Soviet and Ostheer engineer squads definitely need it but I'd prefer that it was given to all repairing squads for consistency's sake. Any issues that arise with the more combat-focused engineer squads can be mitigated by adjusting their veterancy requirements.
I don't think the issue is power creep. If any unit has it bad, it's Rear Echelon squads. Dedicated engineer units just don't work if there isn't enough to build and UKF are the only faction with any real defenses.
that's impossible, the technology just isnt there yet (coh1 had that system )
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You do realise that this change would heavily nerf 6-man infantry squads, support units, and light vehicles (Kubel, M3, UC, etc.) right? What problem do you think this will solve?
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Vet should be earned.
Support teams are still just as survivable/wipeable regardless of their vet.
Light vehicles and infantry squads will still get vet. They just won't get boosts for every time they use an AT weapon, or walk into a mine.
The point is it slows down how much vet gets thrown around. I prefer that competent usage of a unit results in veterancy. Many units in CoH2 follow the rule of "using a unit results in vet, which makes it competent" which is rather backwards in my opinion.
But I know this is an unpopular opinion.
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Again, what problem does this solve?
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The problem is indirect.
But I will admit, I know I'm arguing a weak point here. Veterancy in CoH2 has needed an overhaul for a long time. If anything my argument only applies for infantry squads. For vehicles the current vet system more or less works, but for infantry, especially ones that wield AT weapons, it's a problem.
That said:
I think vet is far too ubiquitous which lowers the impact vet has (and can have, to be balanced.) But quite frankly, infantry vet was outright BROKEN for MONTHS and no one really noticed. (Or attempt to explain it without certain people shutting down all discussion for the sake of post count.) Units get to max vet almost independently of any strategy or tactics. In fact, just keeping a unit alive means that they'll most likely be maxed out in vet. But I'm mostly talking about the first few units built in the game, not Comets, Tigers or OKW units getting to vet 5.
I mean, I feel like units on the field could get veterancy automatically on fixed timed intervals and the vet system would play out more or less the same that it does now.
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