Sturmtiger and AVRE need to pick a role. They should either:
1) Be slow, heavily armored and high HP assault tanks that frontally smash defenses
2) Be more mobile, with less armor and HP so enemies can punish them if they stick around near the frontlines.
Currently, the Sturmtiger especially is both highly maneuverable and hard to kill for its price, and can reload very quickly when it feels like it since it can reload on the move.
I would like to see:
-A price nerf. The ST and AVRE are heavy tanks, and should be priced like it for their resilience and firepower.
-A maneuverability nerf. The AVRE and ST especially are too hard to follow and kill, and arrive on target too fast to deal with in a reliable manner.
-Range nerf (Glad to see this at least coming) |
Partisans that pick up a grw34 mortar (wehr mortar) carry an invisible weapon while moving, and the mortar only appears when it is deployed. |
In my opinion, the M1919 is a bad bet. You are essentially going from an upgrade that plays to the strength of your squad and the weakness of your enemy, to one that has you compete with Axis long range squads, which are typically better or at least more efficient at that role.
The only real advantage to me is that you do not need tech to access the M1919. |
I personally think the SU76 suffers from a lack of scaling, as well as a lack of role. Let us compare it with the other options in Soviet T3:
M5 HT - Reinforcement vehicle useful at all stages of the game. Can be upgraded with an AA mount, which allows it to become an anti-blob suppression tool, as well as a hard counter to late game skill planes. The M5 is useful both when built and as the game goes on.
T70 - Light tank with exceptional AI firepower for the time it comes out, as well as pretty decent armor and AT capability, allowing it to reasonably deal with enemy light armor at the time it comes out, with the exception of the Puma. Scales into lategame with a recon mode that supports and enhances lategame Soviet teamweapons and SU85s.
SU76 - Light AT unit that is more effective than the T70 against light and medium armor, but completely loses all AI firepower outside of barrage. Hard counters lower tier light vehicles as well as the T70, but due to low damage and pen, does not hold up great against the most common German mediums (P4). Does not scale at all into lategame. The barrage is weak and can be found on the fuel-free zis-3 AT gun. The damage bonus it gains with vet only gives it 140 damage, which is shy of the 160 damage breakpoint of lategame AT.
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In my opinion, the SU76 needs to become less unique to become more useful (hear me out). If the SU76 was literally a zis-3 AT gun on wheels, it would be much more useful than it is currently. It would allow players to have a more mobile version of the 2x AT gun meta we have all come to love, at the cost of fuel investment. In other words, it needs to gain pen, gain damage, and lose RoF. These changes would also more closely mirror the vehicle to its historical role. |
On the one hand, I get the want to not have units too far removed from what fought in Italy for the campaign. On that point, go ahead and remove the Black Prince (BP) from SP, and replace with something that fits the timeframe and historical accuracy better (I would do this across the board, so no Chaffee in SP campaigns before late war, etc.)
That said, I see no reason the BP should not be in multiplayer. COH multiplayer has always not just used "fantasy" weapons that are more thematic than realistic, but also done the same to actual unit statlines. Don't believe me?:
1) Why does the P4 have more armor than the T34 and Sherman in COH2? Both of these tanks historically had better armor than even the late war 80mm frontal plate P4, but in game it serves to be the most well armored medium tank available to stock armies. This is to thematically convey that German tanks have high armor, in the context of the game. It was for balance reasons as well that the P4J does not have the unusably slow turret rotation it had at launch.
2) V-1, IR STG, lava-nade, fucking infra-red halftrack. None of these units were utilized tactically in anywhere near the numbers you see them in game, and in fact some of these just straight don't exist. They exist to convey the thematic design of the Germans as a high tech, "space magic" faction (particularly OKW). Hell, the KT being a stock unit should tell you all you need to know about the "historicity" of the faction. Personally, I would argue that a game that cared about realism enough to not have a unit just out of the war like the BP, should also refrain from using what were essentially field-tested prototypes like the above, for the sake of authenticity.
(Also, it kind of makes less sense when you realize the reason Germany had to rush so many of these half-tested weapons and kit to the front was because of their sheer desperation. If the allies had started running out of troops and equipment you bet your ass they would have fast tracked their prototypes.)
There are other examples, but I think I made my point. In a multiplayer setting I do not see the Black Prince as sufficiently out of reality to not fit in. One of COH's strengths has always been to bring the more interesting elements of a nation's army, and build a thematic representation of them as a faction.
Americans are mobile, Soviets are versatile. In the case of the British, the BP fits perfectly as a late game lumbering behemoth to represent the cautious but steady advance of the British Army in popular mythos. |
They should do the opposite. Would make more sense
Are they really gonna make the Italians the only axis faction at launch?
Would be even better if they launched with 4 factions, added 2 more later
It would be great if Italy was the only Axis faction. Give the Wehraboos some perspective and broaden their horizons! |
Oh my god it's happening.
Better be Brits vs. Nazis to start, though I will accept Italy as the other axis faction. I will die if it ends up being USA. |
E8 was known for 1 thing historically: the suspension. COH2 is not a realistic game, but it does try to be authentic. Elephants and Jagdtiger are anti-tank beasts, with great range and pen. T34s are cheap and efficient. Churchills are tanky.
In keeping with authenticity, the E8 should have been buffed through maneuverability buffs, not trying to make it a weird analogue to the T34/85. If the e8 was a standard Sherman 76, with better maneuverability at a better price, it would become more authentic as a unit, and also give USF a unit that better specializes in terms of aggressive gameplay. The standard Sherman 76 would have the advantage of APCR, whereas the E8 would be a mobility beast.
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I would increase the e8s turning speed and its acceleration. I would also look into buffing its speed, and/ or give it flanking speed at vet 1 replacing the focused gunnery ability.
I would either remove health down to 640 and buff price, or keep it at 720 to make it more of a panther analogue (Personally, I am not a fan of some Shermans having more health and some having less, so I think it should go to 640 health).
I would give it a WP shell ability to fit better into rifle company as an infantry support tank, and differentiate it from the more AT Sherman 76.
I would nerf range to 40 like most tanks, and slightly tweak the veterancy so the e8 has more maneuverability bonuses, while the Sherman 76 gets more RoF with vet. I would also buff the base RoF of the e8 closer to that of the Sherman 76 since it is losing range.
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You could also channel the movie "Fury" and make it a locked to 1 Sherman "Ace" with many of the above changes and make it more price efficient. The crew could even come in with the elite crew upgrade, but with 1x stg44 instead of Thompsons as a reference to the movie. |
I am not a huge fan of the new ability for the e8. It makes the tank still not as good out the box, and gates it's effectiveness upgrade behind a vet 1 ability that removes the main differentiator between the e8 and the normal sherman, it's mobility.
I would keep the e8 as it is in the pre-patch game, and instead give it abilities to emphasize its suspension (since that is what the easy 8 designation actually refers to).
IE: At vet 1, the tank no longer takes any firing on the move penalty. This will make the tank unique again (I'm honestly not sure why it was removed, as it never seemed to make the tank particularly crazy for it's price.) The base tank itself could use some mobility buffs so it can be more mobile than the panther at least.
Or, one final idea, make it an infantry support tank as would fit in a doctrine like "Rifle Company." Give it the white phosphorus shell the comet has, in a nod to the film "Fury" and as a more aggressive smoke screen dispenser.
Increase the tank's cost if these changes are too much (but I don't think they will be comparing it to what it has to fight). |
I know that this would never happen, but I always wanted Partisans to be a bit more unique than a simple ambush squad.
In my mind, partisans should be a weak, cheap squad spawning with 4 rifles (make them cost 160mp and give them ostruppen k98 stats if you want a reference.) They should have a very quick recharge time on the ability, so you can quickly pump out a couple of weak squads in the course of the engagement. The squads would be little more than an annoyance, but they would fulfill their role. Then, you would have one of 2 ways to use the partisans after the ambush.
1) You keep them and vet them. Maybe they have some upgrades with stolen german equipment for flavor (mp40, panzerbushce/ schrek, mg34). Veterancy would increase their accuracy in cover.
2) You use a new ability in the doctrine, called integrate (or whatever). The ability works like the old withdraw and refit, but for partisans. You gain back 120mp per squad (nothing extra for recycling squads with upgrades or vet).
This way, you can have a much more unique unit that fits the theme of Partisans, constantly jumping out of the woodwork, taking potshots, then fighting alongside regular forces or withdrawing once their mission is complete. |