Regarding the tanks/tier swapping suggestions - I also feel the game would be much healthier if T34/76 was replaced with T34/85.
The dual T34/85 call-in doctrine ability could then be to get three T34/76s at like 7CPs for 240 fuel or something. That way the call-in provides an alternate playstyle instead of a straight-up upgrade to an inferior stock unit. |
Soviet snipers are the epitome of bad game design.
I am not asking for realism but I would like to feel like I am playing some semblance of a WW2 game. Like, it would be pretty bad for the overall feel of the game if t34s had jetpacks to jump over obstacles.
This is pretty much what snipers do - they break everything that is supposed to be the defining characteristic of the unit, and replace it with a completely incongruous set of superpowers. These snipers can sprint away from infantry, cloak, turn around on a dime and shoot running, advancing infantry in the face with 100% efficiency, then continue sprinting away.
You want a proper sniper mechanic, make them have a setup / unsetup time of 2 seconds and a cone. Much like Raketenwerfer, they would still be able to unsetup and retreat, and camouflage when stationary in cover. Increase range to compensate and/or reduce uncloak time after shot. Fiddle with cost and popcap until balanced. |
As soon as the animation has started, your vehicle has already been snared; it just doesn't know it yet. You seem to entertain the silly notion that animations have anything to do with it.
It makes no sense whatsoever from a realism standpoint that :
- AT nade and faust have the same range.
- they seek and autohit anything as long as it was in range when the ability was clicked
- they damage engines and don't do much damage.
From a gameplay standpoint, and in the current meta, all of this makes sense. They are designed as snares and the rest just followed.
CoH1 had a more "realistic" approach to fausts and sticky bombs (at nade equivalent). Fausts were a last ditch damage dealer, and stickies would cancel the animation if the vehicle went out of the ability range, thus making it possible for vehicles to kite riflemen, which any Axis player worth his salt did, and which caused endless frustration.
I'm not saying I wouldn't have designed this system better in CoH2, but it's what we've got and we're stuck with it. |
Though the poll is biased, Schrecks on Volks remains one of the great problems in the game, especially in team games.
I love how everybody acts like Schrecks are necessary so that the poor OKW infantry does not get steamrolled by enemy armour. We are talking about a faction that has access to the Puma, the JPIV, and a Panther as their main battle tank, not to mention the superheavy behemoths later on.
Sturmpios are not a particularly squishy squad, and they should get the Schreck back (the cold immunity + Schreck was originaly a Sturmpio upgrade, which fits them better thematically as well as balance-wise).
Something should be done about the ability of the faction to counter light vehicles, of course, otherwise going for the medic truck start would be suicide. How many Schrecks do you need to chase vehicles off? Two is more than reasonable, and by the time you get 180 ammo, you might as well field a Puma or a JPIV.
Still, a Püppchen buff sounds reasonable, as it is more of a defensive weapon. |
The game would literally lose nothing in terms of balance and diversity if fuel and ammunition caches were simply thrown out. In 1's and 2's cache options might give a bit extra risk/reward depth, but this small benefit comes at too high a cost, namely ruining team games.
Team games are completely turned on their head compared to 1's and 2's, fuel caches are specifically to blame.
Every cache gives +3 fuel to each player on the field. That means a fuel cache generates extra +12 fuel per minute in 4v4 teamgames. That means a single fuel cache will generate around 400 fuel over the duration of a team game, if it is built around a 5 minute mark and assuming a 40 minute team game.
Three fuel caches (completely common in team games) equals up to 1200 fuel distributed among the players over the course of a 4v4 game, not taking into account OKW penalties and destruction of caches. And the grand total cost for this is 45 seconds of each player's manpower income.
THERE IS NO NEED FOR THIS. Zero. None. Nada. Zilch. If you hold four territory points and a fuel point you have more than enough for a very nice, natural progression down the tech tree and timing of tanks. |
It is a utility car and it does have a lot of, well, utility. Giving it better long range damage on top of that might be too much.
On the other hand, it is a bit on the expensive side, manpower-wise, for what it delivers. |
Jagdtiger is still a beast.
People who call it useless after it lost the ability to shoot through geometry - what the hell? It still has the highest range in the game, the highest penetration, the highest frontal armour, and inflicts roughly a billion damage per shot.
But somehow it's useless because, in addition to all that, it can no longer do it all from behind a house? Instead it must have a clear line of sight, just like EVERY OTHER GODDAMN ARMOUR PIECE IN THE GAME.
That poor, poor thing. How ever shall it manage? |
Dont know if this has been said as the thread is long. But would it be better if Okw had to get 2 shrecks like ostheer? I rarely go for pgs as my at as the munitioncost is to high on a squad thats so fragile. I think it would make it worse for everyone involved, including OKW.
First of all the first Schreck upgrade would come MUCH later. 4-5 minutes later or so. Thus completely negating the early game deterrent potential. Remember, Raketenwerfer sucks vs light vehicles and OKW have no snares.
Then, late game, once the player accumulates the ammo, Volks Schreck blobs would be even more insanely overpowered. |
Nothing should be oneshotted in this game, especially a unit this powerful. But also, nothing should be as game breaking and as game changing as a JT or KT.
Two wrongs do not make a right, I know. But I see JT too often (literally EVERY TEAM GAME) to not have the Counterattack commander in all my Soviet loadouts.
Axis heavies (and the "medium" PzV) in this game haven't got much to fear. They are up against no dedicated AT infantry, mediocre tank destroyes, underwhelming medium tanks. B4 reverses the equation completely. Soo... why is this such a problem?
If you go JT knowing there is potentially a B4 out there - that's your problem. You just got hardcountered. As hardcountered as ALL ARMOUR is when facing the JT. As hardcountered as the b4 is by any offmap. |
So allied players are forced to deal with all the ADVANTAGES of JT, but the axis player is not supposed to deal with its sole VULNERABILITY.
"Hans, zis is ze pride of German engineering! It's all fine and dandy while the uberarmoured supergun of doom is twoshotting everything, across half the map, through seven hedgerows, three brick houses and a small mountain, while vet3 Jackson's HVAP rounds bounce off its frontal armour."
"Sounds too good to be true, Hans? Well, it is. It's slow as fuck und zere are Soviet heavy howitzers about."
Normal universe Hans : "Oh shucks. Guess it does make sense zat a unit zat powerful should have drawbacks and hard counters. Better keep on my toes if I sense a howitzer nearby"
Hans in this thread: "Artillerie is clearly unfair."
There is only one dedicated hardcounter that resides at the top of a single doctrine (and is itself hardcounterable by almost any offmap strike). For this hardcounter to oneshot, the JT must be stationary and its position known, and the b4 has to have veterancy, and a damage-boosting ability should be used, and the OKW player should not consider maneuvering it, and...
Yes, CoH2 is built around unit preservation. Yes, oneshotting supertanks is contrary to gameplay principles and ultimately toxic. But JT has enough advantages as it stands. For players to continue to benefit from these advantages while simultaneously consider the only threat to it to be overpowered and unfair - well, that seems just a bit hypocritical to me.
The hardcounter is as overpowered as the unit it hardcounters.
Nerf the JT and you can nerf the B4 vet3. No sooner. |