We do not need light the way, we need a complex and non-obvious ponzi schem to improve performance, instead of a direct buff.
Well, I could solve all faction balance problems in 1 swing - just remove all factions but 1 so everyone would be able to play only mirror matches. Absolute balance for everyone! How interesting would it be for you to play such game?
but sadly works only vs noobs....
pgrens with schreck will need minimum rang 20 to be effective and hit actuall the target. more range will miss the target to often.
this means you drive around your tanks with no view and no micro when you lose it to grens with schrecks
and when you clumb them togehter...allies have a ton of abiltys and units which work perfectly vs blobbs...for example a kat or a ISU...you will bleed so much..
It is funny to read this as I remember you complaining about how AT satchel is OP.
So here we have an upgrade that:
- Significantly reduces bleed with 15% reduced reinforcement cost and up to 17% better damage distribution (extra model).
- Increases the total healthpool by 17% (extra model).
- Increases individual dps by 15%~37% in cover and group dps by 17% (extra model), for a total dps increase of 34%~60% in cover.
- Increases veterancy gain by 20%.
But somehow a single dp upgrade would be too strong.
I don't follow. Which squad am I asking for more models in?
Not you. It is community and this idea has manifested in, for example, in 5-man squad upgrade option in certain Wehrmacht commander while 2-man 64 hp per model sniper squad that was susceptible to bleed was reworked to single wipe-resistant 82 hp model.
Snipers are all or nothing. It's an extreme risk-reward unit: if you don't throw all your energy into pulverising it the moment it shows its face, the opponent gets the reward.
It'd be a different story if they cost manpower to heal.
I probably didn't expressed my thought well.
The question I wanted to raise is why reduce models in sniper squad (which is basically "removing MP bleed") and then ask for increase model count in other squad with completely opposite reasoning?
I really like this idea. However, one thing that needs to be taken into account is the micro tax. The player using the sniper has to invest a lot of energy into this one unit, which can make his responses around the battlefield much slower.
This idea isn't New and is called "reinforcement cost". You just need to add 2nd model while tuning rec acc to leave EHP the same.
I also think it was a mistake to make Soviet sniper 1 man.
It goes against CoH series cornerstones - unit preservation and veterancy.
They had to go completely opposite and make all snipers 82 hp 2-man squads, increase recieved accuracy and increase reinforcement cost AND TIME.
This way countersniping would be still viable, but recieving side won't instantly lose their MP investment together with accumulated veterancy.
Forcing sniper away with LV and killing 1 model would be a good result too.
I wonder, why we got rid of precision shots, demo charges, restricted mines to 2 model kill max in order to reduce squad wipes, but then did U-turn and decided that wiping through countersniping is ok.
I also wonder why there is general consensus that it is ok to wipe a 360 MP unit (that requires additional MP for screening to use) with a flank or LV chase but it is not ok to wipe 240MP grens? (so much discussion on survivability of grens and adding 5th model)
IMO a standard KV1 would be good enough, just so that they don't have to rely almost entirely on rocket call-ins to take on late game armour. Without that this commander will probably mainly be used in team games.
What abour the ability to deal suppression but having the tank advance slower ?
Depends on cost and effect, but the fact that you can have supperssion on durable mobile on demand - IMO that would be OP. It is ok to have such effect on units with certain time window of viability or on commander abilities with red smoke (dodgeable).