The idea behind mine revamp is rock solid - slow down flanks, reward placement of units near mines to exploit the suppression, prevent wipes.
What I am baffled about is that Relic didn't remember to use the already powerful tool they have at their disposal: crits.
If a mine reduces a model below 25%, it should have a 30% chance to kill said model via a crit. With these numbers, there is a rather substantial chance that at least one model of a 4 man squad would die, and sometimes two (provided all 4 are in the blast radius). However, the chance to fully wipe a four man squad even if they are fully clumped up is negligible - 2 times in a 1000 mines hit. And the numbers look even better for larger squads. |
If KV-1's crappy firepower is left untouched, its sole redeeming point would be to be a damage sponge. Make it as durable as a Churchill but somewhat cheaper. Then it can be the meatshield for the new Su85s. |
WTF were they thinking... Sturmpios have mines, detector, flamenweffer (commander specific), second best close range infrantry, and now they want to give them shecks?? And you need like 6 squads to be able to do all the things you listed, which is 54 popcap (and the corresponding manpower drain). So yes please. |
Finally dear RNGesus halleluiah Schrecks on Sturmpios yes oh my god.
The most logical of all the solutions. Instantly unblobbable due to the squishiness of Sturms, added opportunity cost (Sturms on antivehicle duty = 1 less squad repairing or laying down defenses or sweeping mines). And yet they can go for one or two Schrecks.
AND they get a snare and raketen buffs. Overall I would say OKW has profited massively from this set of changes to the benefit of everyone involved, including allied factions.
Time will tell, but I can see this leading to a superior all conquering terminator blob. In what way will a post-patch Schreckless Volk + Schrecked Sturmpios blob behave better than a pre-patch Schrecked Volk + Schreckless Sturmpios blob? |
Let's remove even the slightest counter to blobs for brits. Out of curiosity, why do you think replacing a static mortar pit with a mobile mortar be any less of a blob deterrent? |
Since we are tossing ideas around and cutoff protection was the cited reason, how about a 100 manpower "observation post" that has roughly the same endurance as a cache, disables capping the point while alive just like a cache does, and gives line of sight? Maybe if you want to really go wild on the design side make it garrison 1 squad or provide advanced vehicle detection (minimap only, just like Soviet commander ability) in a 70ish radius. |
any points OP mentioned aside, i believe that removing schrecks from volks is, for instance, a classic example of homogenizing factions. the same applies to the mg34 change.
why cant okw have schrecks, why do they have to function the same as ostheer AT wise, why do they need a stock mg all of a sudden??
some may argue that schrecks on volks are BS or mg's should be standard, but all you really do is aligning a faction, okw in this example, to your ostheer faction ideal.
relic has already removed the resource penalty, they really dont need to get rid of unique flavour even more. As someone who was always fascinated by OKW unique design I was VEHEMENTLY against the removal of penalties and keeping that special flavour feel (hell, I was even sad to see the beta truck placement crap go away). Even so, I applaud the Schreck removal, because the utter domination of Schreck spam in team games and the frustration / meta lockdowns it causes outweighs all other concerns in my mind, including faction homogenization.
But your point stands. CoH2 armies always start off extremely well designed but then they get balanced into neutrality. There was a way to balance OKW even with resource penalty. There was a way to balance Schreck without removing it altogether (put it on Sturmpios, for whom it was originally designed before AA HT spam in the WFA alpha made them move it to Volks. This was back when Puppschens were completely different and entire US tech structure was different as well.)
I am not sure how I feel regarding the nondoctrinal MG. On the one hand, every faction should be able to have reliable antiblob counters. On the other, there's no other heavy HMG a German faction could have.
Teching is different enough for the 2 German factions to be distinct, but man, OKW as originally designed was SO MUCH COOLER than it is now. |
JP in battlegroup is a perfectly fine idea for me. Puppschen range increase of +5 (with improvement in tracking time as well maybe) would be also good. I will agree to anything to get Schrecks away from Volks. Poor allied tanks deserve some breathing room. If OKW is in danger of being overrun by early allied vehicles, this should be addressed somehow.
Every other faction has handheld AT... on paper.
In practice, Soviets have nothing non-doctrinal, and Brits have the most useless handheld AT in the entire game.
Guards are doctrinal and PTRS is useless against anything heavier than a halftrack. Guards are not exactly spammable to make it work.
Now, honest question. Are PIATs somehow useful in a way that eludes me, since people keep citing them and yet I can never get them to work for me? They suck against anything that is moving, up to and including the KT. The only thing they can hit reliably is a Jagdtiger... and a snared tank - but the faction they are in ironically has literally zero snares apart from mines. |
This means both tanks get better in combined forces and worse on their own, I personally appreciate changes that encourage combined play. +1
Jackson is an open-topped vehicle and it makes sense for it, thematically, to have a larger sight radius than tanks. Balance-wise, maybe a self spotting turreted TD at vet2 would be a bit too much in the hands of any other faction. But considering that the US have no equivalent of Panthers or Kingtigers, no heavy tanks whatsoever (lol Pershing), no equivalent of Schrecks, and a rather inferior AT gun, maybe it's okay to cut their premiere tank destroyer unit some slack. I mean, the JP4 gets fucking CLOAK and huge sight, and and that is perfectly fine. But Jackson? Oh, no, see, it would be unbalanced because... turret. Really?
Incidentally, I expect this change to have less impact on AT work and more on increasing survivability against Schrecks (spotting Schreck squads from a larger distance) which is sorely needed. |
You are completely missing the point. The thing is always flanked. Driving in three T-34s is no art. Even with support you can drive in, destroy the Elefant and go out simply because it can´t escape. While doing so you might lose one T-34. Even if you lose two it payed off for you. And that versus an AT unit. Paks and Fausts can support it but hordes of mediums easily swarm that. I guess where our points of view differ is that I think the Elefant absolutely SHOULD be vulnerable to flanks. It should not shut down all tank counterplay. If the enemy is spamming cheap, mobile mediums, then maybe opting for an expensive, heavy and slow tank destroyer should not be your first choice. Get 3 Stugs instead.
This patch we get the full combination of Firefly buffs, Medium buffs, Su-85 buffs and heavy nerfs. Figure out how that is going to synergize before getting angry. The Su85 was buffnerfed, really. Its DPS versus mediums actually went down a bit, if I am reading the notes correctly. Firefly was buffnerfed as well, Tulips are (deservedly) no longer the alpha killer they once were.
Yes, Relic does tend to overbuff and overnerf things when they attempt to balance stuff. But to me all of this looks to be good, sensible changes. The Volks change alone is huge, it will revolutionize the meta. I don't think anyone of us knows how it will turn out. But superheavies were too dominant in anything above 1v1 and I happen to be in the camp who thinks that the game should at least try and toss a balance bone or two to the most popular game types, even if they are considered a random noob spamfests. |