I really like this idea for a conscript buff. It makes them very good defensive troops, synergizes with their abilities (better sandbags and merge), and helps newly created squads with gaining vet late (like weapon upgrades do for other squads). It does all this without being derivative and just adding an LMG. It is a very smart and thematic addition, and I applaud the mod team for coming up with it.
The only thing I would change maybe would be a cosmetic/ flavor change - have the 7th man look a little different to represent the addition of a veteran NCO to the squad. This would fit with the theme of not just gaining a new man, but also getting general combat upgrades. Maybe give the new model the soft cap or non-caped guard fatigues.
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Thread: Soviet General Faction Changes - New cmdr mod 5.025 Apr 2019, 16:07 PM
In: COH2 Balance |
Thread: New Commander patchnotes discussion thread22 Mar 2019, 15:53 PM
Besides the bugs people have already discussed, I am really digging these commanders. (well, maybe the USF one not so much) A few suggestions: Guard Airborne feel odd with smoke grenades and oorah on a long range unit (3 DPs). I would either replace the smokes with something like the Cavalry Rifle suppression fire ability, or make airborne guards a more CQC unit (Thompsons or AVT-40s). At the very least let them fire on the move with the DPs for a "fire-and-maneuver' feel. In addition, I think both rangers and guard airborne are a bit boring for elite units, with only one grenade ability each. I would give both satchels, or timed demos, or something. It would make them less boring elite infantry. Maybe give guard airborne a sabotage ability that can be used on enemy resource points, similar to the scorched earth tactics ability? In: Lobby |
Thread: Can we adjust the Scott already?4 Mar 2019, 17:56 PM
I love me some Scotts. I love to build two of them. They are the best lategame tool for USF to deal with entrenched MGs, ATGs, and infantry from either axis faction. They are definitely too strong for their price. At 70 fuel, they are far too efficient. Part of the issue with them is that they are almost a crutch for USF in teamgames. Without Scotts, there really isn't much to write home about in terms of USF lategame. I think the best fix for them would be to lower their autofire range to 45/50, and remove their ability to OHK models on autofire. I think this would be a fair nerf, as it would keep its strengths, while removing some of the aspects of the unit that lead to frustration on the hand of the opponent. I would absolutely not touch the units durability, which is a requirement for any lategame unit, and which will be needed if the autofire range is nerfed. However you look at it, the Scott is definitely designed as a mobile assault support unit, and will need the durability to support Shermans and Jacksons in combat. If the unit is then found lacking, I would rather see a buff to the barrage, either by making it HEAT, or making it able to fire WP shells. In: COH2 Balance |
Thread: Riflemen are too expensive.6 Feb 2019, 17:40 PM
Riflemen are fine. If volks are too cost efficient, look at them. Most mainline infantry in this game are balanced around cost. Volks are screwy, but I personally have no idea how to fix them. Their problem has more do do with their faction than anything else (ie. early game pressure provided by early sturms + kubel for back capping whilst sitting on enemy cutoff, combined with no tradeoffs required for their nades/ stgs.) In: COH2 Balance |
Thread: I think the comet tank is due for a buff.25 Jan 2019, 22:50 PM
I think it would be interesting to fully embrace the mobile/ offensive theme of hammer: Nerf: -Lower armor to Cromwell level -Lower health to 720 (maybe) Buff -Increase accuracy on the move to .75 -Increase penetration -Better Vet -Better MGs -Increase turret rotation speed and reduce target size (maybe) Would make it the opposite of a Churchill. Now the comet relies on speed and hit and run tactics to defeat the enemy, instead of fighting 1 on 1 engagements with enemy tanks. Not sure if it would be viable at that high of a price, and would probably ruin the unit for teamgames. Still, I think it could be interesting. In: COH2 Balance |
Thread: New Commander Submission - SOVIETS25 Jan 2019, 06:52 AM
Conscript Assault Tactics: 2CP: Commisar Command Squad: Same as NKVD 3CP: Conscript Assault Package Upgrade: Conscript PPSHs + HTD 6CP: For Mother Russia!: Same as Counterattack 6CP: Rapid Conscription: Same as Conscript Support Tactics 15CP: Red Banner T34/85: 1 Red Banner T34/85 is requisitioned to support the advance. Red Banner T34s are regular T34/85s with an aura that increases the suppression resistance and accuracy of all infantry units around them, at the cost of making them easier to hit (units fight zealously, putting themselves in harms way). They can also have the special skin they had in the unreleased commander. Only one Red Banner T34/85 may be on the field at a time (like a command tank). I would like this doctrine to give the Soviets a more Enemy at the Gates esque play style. This doctrine would encourage using conscripts for massed assaults, and taking advantage of the soviet manpower advantage. This would hopefully keep conscripts relevant into the late game vs. superior German Infantry. In: Lobby |
Thread: New Commander Submission - BRITS10 Jan 2019, 21:10 PM
Heads up, I don't have the game open and I can't remember most CP values. We can obviously use the correct values. Assault Doctrine: 0CP: Sherman V (Literally the American Sherman M4A3-75(w) in British Army Terminology) 1CP: Recon Infantry Section (Infantry Section with 1 scoped rifle or 2 stens, with ability to cloak, shoot flares. Scoped rifle could make squad like JLI or Pathfinders if used instead of sten. Scoped rifle or stens would take up 1 weapon slot.) 2CP: 3-inch British mortar team (US 81mm mortar with IS crew.) 4CP: Advanced Cover Combat 11CP: Typhoon Attacks I would like this doctrine to give the brits a more flexible and aggressive strategy. The British historically used many American Shermans, to the point where they outnumbered Cromwells. This doctrine would finally give the Brits in COH2 access to their workhorse tank. The early mortar would give the brits access to a mobile barrage/ smoke tool, and could by combined with spotting from recon infantry sections to allow a more aggressive playstyle. Advanced cover combat is self explanatory, and the Typhoon gun + rocket strafe would give the doctrine a bit of late game oompf. In: Lobby |
Thread: Give me back MP44 Storm Rifle upgrade option14 Dec 2018, 18:28 PM
But, statistically, it won't matter what weapon a unit is holding if the stats are changed to reflect cost. Obersoldaten and Ostruppen both have k98 rifles, but the ober rifle is better. It really feels like the only issue you have is that the MP40 doesn't look or sound as cool as the STG44, so you assume it is worse. No-one complains that paratroopers and rangers use the same weapon as Rear Echelon because the weapons only look similar; statistically they are completely different. Old Stormtroopers were good because you could drop 100 muni on them, then wait till close range and ambush with tactical assault. You can do the same thing with the new MP40 Stormtroopers, but now you don't need to pay 100 munitions for their weapons, and the tactical assault is actually MORE effective at close range when it is popped. In addition, with their new camo, you can sneak around actively, instead of waiting stationary behind cover. If you used to use Stormtroopers to ambush, you should LOVE the new changes. In: COH2 Balance |
Thread: Inconsistencies in veterancy bonus26 Nov 2018, 21:12 PM
This is an interesting question. Should all units have similar percentages of strength gain with veterancy? Should more expensive units get better vet, or by simply having higher stats out the gate, be more benefitted by having the same vet bonuses as weaker units? What about across factions, should vet be applied based purely on unit cost and role, or be tweaked to help individual factions with different niches? These are all questions that come down to game design. As the game is currently, vet bonuses have nothing to do with balance based on cost, but more to do with a unit's role, faction flavor, and overall faction strength. Medium tanks are the best example of this. All factions have medium tanks, but the vet varies drastically based on the factions. Axis armor gains defensive bonuses though armor at vet 2, whereas Allied armor gains offensive bonuses through DPS. TLDR: Looking at vet balance based purely on unit cost or numbers is the wrong way at conceptualizing it. Unit vet is more broadly related to faction flavor, unit role, and faction relative strength. In: Lobby |
Thread: USF Tech Changes Mod Changelog16 Nov 2018, 21:08 PM
I will definitely check this out when I get home. Looks really interesting just from a design standpoint though. Seems to fix most of USF's core issues without forcing drastic changes. In: Lobby |
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