I would give back its previous range and target tracking.
-range so it could be used to ambush with a spotter
-target tracking (while aiming, not for the projectile) for better self defense so you wouldn't be punished so much for not building a panther instead
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I would prefer kv2 to be strictly close range assault howitzer with site main gun stationary rof boost (old panzer elite p4). Soviets already have turretless isu for long range engagements. |
If both teams have to blob because of a map then both would be equally hampered by this so the game would still come down to who used his units better.
Exactly! And why would you even have to blob in maps like semois? You can send one squad at a time through bottlenecks and there is plenty of cover available to help negate some minor penalties. |
I would put osttruppen and scout car in t1, move mortar and grenadiers to t2 and panzergrenadiers to t3 or t4 and then nerf/buff those individual units accordingly. Just for that coh1 (tried and tested...) feel.
Scout car, for example, could start off similar to old PE scout car and then get a slight armor/health buff with the 222 upgrade. Grens being further in the tech tree would justify better performance than conscripts and PGrens could be buffed too (but not to KCH level).
We could also add officer to t3 and move PIV to t4 and make brummbar doctrinal (a la Stuh42). But anyway, that´s just my idea of better structured ostheer. |
Funny how axis have at least 5 different artillery strikes but soviets somehow lack the conventional off-map artillery barrage, besides the incendiary one. Sure they have air strikes and the incendiary barrage does its work, but audiovisually they are just plain boring compared to some big ass explosions with mud flying and stuff. |
Americans need more indirect options, just get rid of the Stuart and replace it with a HT howitzer.
I don't see why we need a light tank that isn't good for killing infantry. Americans have enough indirect fire units, it's just that half of them are of questionable performance (namely mortar halftrack and pack howitzer).
As for the stuart, I'd trade the gimmicky abilities for better base stats so it could snipe infantry time to time and maybe even circle strafe pIVs in the best of circumstances. |
Cool thing is they are all unique abilities compared to other commanders. Then again, this kind of setup would really have benefited from mark vehicle or some kind of tank destroyer call-in. |
I surprise myself saying this, but I would, in fact, be even willing to pay monthly subscription fee to play coh, if the game was better designed, balanced, optimized and more polished product and was well maintained with frequent updates when necessary. Company of heroes can be a very fun game when it chooses to be.
All the factions should be interesting to play and to accomplish this they would all need to be redesigned from the beginning. All the redundant commanders should be removed and every faction should only have 3-5 different unique doctrines available to everyone. Bulletins, if preserved, should be a meaningful way to customize your army. As an example, instead of jagdtiger dispatch cooldown reduction and the likes, we could have conscript ppsh upgrade or stug armored skirts as a bulletin.
Now I´m not so much into the competitive scene so one thing I´d especially like to keep in coh is those random number events. It can be toned down in some extreme cases like planes crashing down all the time, but overall RNG is what separates coh from rest of the games. I can´t just bear the thought of this game becoming too starcraft-like. |
I could very easily see supply and durability to be tied into game mecahnics for this "war effort" side game and not change anything inside of the coh2 match. I could also see the war effort being tied in to the new war spoils sytem (perhaps territory control in the war effort affects your war spoil drops etc?)
I´m not quite familiar with this war effort system yet, but if it´s some kind of axis vs allied campaign map with territories and such, and the winning side would get more war spoils drops, who would want to play the losing side anymore? |
You could also put kv1 to soviet t4, move su76 from there to t3, remove t34/76 from t3, reduce fuel cost of t3, have t34/85 available from hq when both t3 and t4 are built and replace current double t34/85 callin ability with cheaper t34/76 duo which comes available little earlier. |