This is quite wrong though.
In the late game Vet 0 Volks are trash, Vet 0 Cons are trash, Vet 0 IS are trash, Vet 0 Grens are also trash. It's a concept that applies to every faction - veterancy matters. A reinforce cost reduction tech is reasonable but additional men is too insane. Even for 6-man Cons adding 1 extra man with no weapon slots is already a huge impact. And 5-man Grens were so OP a couple of patches ago.
I understand that losing vetted squads lategame sucks, but what I am trying to convey is that no faction is as completely crippled by it as USF lategame. Losing a volks squad lategame is room for either another elite squad or something else, since the bulk of OKW lategame is carried by supporting units. UKF and Ostheer work similarly, while Soviets can far more easily replace loses thanks to the way the 7-man upgrade works. None of these factions relies as heavily on its mainlines as USF (and that is by design).
But I agree that no extra models should be added. I only think a reinforcement cost decrease is needed, or conversely maybe a logistics upgrade that reduces manpower upkeep (though not as much as was given in COH1). |
Lol, it seems I have touched a nerve. I'm not even going to bother responding to the ad hominum attacks about not having played the game. The reason I brought up losing rifles is because other armies don't get hurt nearly as much by having a unit wiped lategame as USF with its rifles. I feel like you kinda agreed with said point by talking about how much US is reliant on rifles. I have no issue with rifles being an important core of the faction.
The point is USF struggles with MP bleed lategame, and this was a suggested fix. If you have another fix, please go ahead and state so, otherwise just say you don't think any changes are necessary. In my opinion at least, the reason USF got upkeep reduction upgrades in COH1 are specifically to fix this issue with an army reliant on a single unit type in lategame, and that such a help may be necessary in COH2. |
if only there was some way to increase rifles DPS output substantially. it would have to concentrate DPS on a single model to make the lower target size of unvetted units matter less, and maybe fire on the move to keep with the USF theme? maybe even allow squads to carry 2 of them? i doubt relic would ever go for such a crazy strong bonus like allowing any squad in the faction, including free ones get 2 AI weapons that fire on the move, increase DPS at all ranges and concentrate DPS on models but id be willing to start a petition if i knew people would sign it.
It would be a nice idea, if USF lategame AI didn't keep getting nerfed when it is working right. I just watched a match with VonIvan and Sib, and they just struggled against lategame OKW. BAR rifles with vet 3 are fine in lategame, but as soon as you start losing them, it is GG if you don't have something doctrinal to save your ass, because USF stock lategame anti-infantry is either bad or very fragile.
As is, you basically go for calliopes or suffer. I would love a game where I didn't need to rely on rifles. I have advocated for other changes to US units to help them in this area. But if nothing else is done, then rifles do need something to help with the lategame bleed.
The same issue was occuring to grenadiers despite Wehr having the tools needed to deal with infantry lategame, so they received a similar buff to help them scale and not bleed out the user. Or do you think that was unnecessary as well? |
Without access to stock lategame anti-elite infantry/ anti-blob, USF rifles just die. Its somewhat alright if you keep your vet 3 squads alive, but if you lose a single one and have to rebuild it, you lose. USF lategame AT is mostly fine with the Jackson, but something needs to be done about lategame AI now that the Scott got nerfed. Shermans are nice, but unviable against lategame OKW especially.
I personally don't think a "logistics" upgrade that makes rifles a bit more cost efficient lategame would be a terrible idea. Maybe lock it behind all the other USF techs (IE all 3 officers + the two side techs.) |
I personally thought Soviet Sniper teams (after sprint nerf) were the peak of sniper design in COH. They functioned more like regular squads in that they could bleed, and had to be more surgical in their use of the actual sniping due to low RoF. They were also less binary (dead = -360mp) and so could be balanced more easily than 360mp single entity units.
Besides snipers though, I am really worried about the chart they showed. The idea of one faction (wehrmacht) getting superior lategame infantry AND better armor AND better support weapons sounds like cancer that will make the US forces even more micro taxed than in COH2. That is not even getting to the whole other can of worms that is the concept of "Muh superior Wehrmacht" getting into the game. The economy advantage will have to be quite big to carry the US by itself lategame, and may very well cause a massive skill ceiling issue between the factions.
There should be moments where each faction has a power spike (IE early rifles for US, then first jaeger/ PGren squads for Wehr, then light vehicles USF, then first tank Wehr), but all factions should be balanced in the lategame, and each should have some advantage lategame. |
AT FIRST LOOK AT THE PRICETAG.
than u should grab your mind and remember pw has a cd. means you mostly can shot 3 minute. (back to save position..go forward...search after good target..shoot next barrage...wonder why the enemy models only get pined)
while old scotts behind the 3 line and shot every 5secound a shell over 100 range and denied every standing squad or teamweapon
Here is the thing, you are the one that seems to think the only choice is old Scott or new worthless Scott. We can definitely have buffs to the current vehicle to make its power focused in the barrage, so it becomes a useable unit again, without returning to the old passively OP Scott.
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The fact that the Katy and Pwerfer exist show us that the Scott can be made into a barrage focused unit that can punish squads and teamweapons without being "OP." Since only really the first two shells matter in the barrage (anyone with a brain will move before the third), I think a good start would be to increase the shell lethality AoE even more than the current patch notes are doing, so it can actually punish groupings of infantry. It still won't be as good as either of the rocket pieces, but it does have the utility of smoke to compensate. We could also go the other way and give it bigger AoE at the edges so it hits infantry across the area a bit more evenly.
I would also think about adding a WP barrage with Veterancy to aid it against blobs. |
M8 is not too survivable, and the fact that people are trying to act like it justifies how piss poor it is currently is laughable. Every Axis tank in the game (and brits with Hammer) can press a button to zoom away from fights going poorly. Every Ostheer vehicle has access to smoke with doctrine to make their high armor stock tanks even harder to kill.
The M8a1 is a lategame, mobile indirect support unit like the katy and werfer. Unlike those two, the M8a1 has far less range, less burst damage and capacity to wipe, and less reason to be taken over their factions' other stock vehicles in their tiers. It needs survivability to work at all as a unit, unless someone wants to convince me that it should have the same health as mortar halftracks that hit the field earlier.
The M8a1 needs lethality buffs period. No compromises, no corresponding nerfs. US lategame is known as the weakest in the game, and mainly because of the lack of lategame stock anti-blobbing tools, forcing certain doctrines to cover this hole. The barrage is laughably weak, and the autofire has already been neutered. Increase the AoE of the barrage shells, or give it suppression, or stock WP barrages, or something to make it a consistent anti-blob tool.
/rant. |
Halftracks are a unit type I would love to use, especially the US M3 halftrack. However, whenever I decide to give it a try, I always find myself raging at the absolutely atrocious pathing of the halftrack. the fact that it is not maneuverable, and gets caught up on every piece of yellow cover thicker than a fence.
I assume this issue is shared to all halftracks, which is why I would like the balance team to look into giving all halftracks slightly better crush, without the ability to crush infantry.
I might be wrong on this, but it feels like a simple way to make a very underutilized type of unit more forgiving and less micro intensive. |
Make rangers get weapons through upgrades, rather than from racks. Each weapon upgrade should provide the Rangers with a special ability to make the squad less boring.
1) Thompsons - As now, but add a "fire up" ability that is more expensive than sprint and makes the squad immune to suppression, but take extra damage while active.
2) 3x Bazooka - As now, but also provides the rangers the ability to fire an "aimed shot" rocket that functions like the Puma's ability of the same name. (A white phosphorus rocket could work too instead, if it could be made to work right.)
3) 3x BAR - Provides the squad with 3x BARs with reduced drop chance and slightly better stats than standard BARs. Provides the squad with a suppressive fire ability. |
COH is a game about unit preservation, and the Sturmtiger is not only a unit that flies in the face of this basic core of game design, but it also does so while being extremely cheap for the survivability and range it has.
AVRE and Sturmtiger shouldn't exist unless they have to actually drive into vision to fire, providing an opportunity for counterplay. If they were fragile like a ranged artillery unit, I would be more forgiving, because they could be killed with dives, but both have the armor and HP of a heavy tank (though the Sturmtiger moves more like a medium). At least the AVRE doesn't have beyond LoS range.
In all honestly, at its current strength level, the Sturmtiger should cost 200+ fuel and more pop, as well as more CPs and count as a heavy tank for the purposes of limiting other heavies. The replays I have seen from high level 1v1s have solidified this opinion of mine, that this unit is straight up broken as is. It shifts the entire burden of micro on the opponent, while also being stupidly easy to use.
I honestly have no idea how someone can not see how busted this unit is, beyond factionalism. |