First of all, i'll say they are "fine" but if you want to see mention some other tanks that "overperform" for cost.
1-New JT vs Ele (this would be an axis vs axis comparison although)
2-Command PV (call in without tech and insane mark vehicle bonus)
3-Command PIV (fine on 1v1, broken as we add players)
4-M10
5-M4C (call in without tech)
6-Not a tank but M5 HT from USF (timing and cost compared to SU)
In a nuts shell, I have no idea how these things get priced. The more I learn about the mechanics and play-test the more I realize this game is a patched up franken-monster.
I would like to see all call ins tied to buildings for starters. If you wanted to keep their "on the field quick" bonus you just adjust the build time.
I agree with you mostly on most of your points. Command Panther is just a panther with an aura, marked target and stripped of most of it's vet.
If everything gets costed properly I think we can eliminate the blob fest and encourage combined arms.
Not really. Look at new Su85. Pen is good against heavies, rof against mediums.
Good point. Su85 does have good range though.
https://www.coh2.org/ladders/playercard/steamid/76561198009261973
I wasn't asking for yours. I wanted to see kat's playcard.
More or less a change of role and adjustments. Cause it then received several buff to armor, penetration and mp cost IIRC.
With this back an forth with Mr.Smith, I have been thinking that there should be a way to standardize costs of units based on utility.
They're has to be a way to balance the game without sacrificing so much of the flavour and immersion. It kills me that over the life of this game soviet tanks have lost the flavor of their design. They are supposed to be cheap, underdesigned and numerous. The German tanks are supposed to be expensive, over designed and few in number. And as the balancing process continues the tanks are becoming more and more homogeneous. I have an entire theory about balance based on firearm calibers determining damage, rof determined by actual rate of fire, armour determined by the real armour thicknesses and using cost an accuracy to balance. (I love tanks, btw)
For example, the IS-2 stats profile has turned more and more into a panther over time. And that doesn't make any sense to me. It has a 122mm gun on it. It should be doing almost twice as much damage as 75mm gun. But the drawback to that gun is two fold, the large projectile creates a huge drop in velocity over distances and the gun was incredibly inaccurate. This can easily be captured in the game with a damage buff to 400, a huge increase in scatter, reduction in accuracy, and an increase in pen for the profile of the gun. It's armour would need a huge bump to reflect the actual thickness of it's armour. If a panthers armour is 320 an IS-2s armour should be closer to 400 with rear armour around 200. Now if it's costed based on utility you have a completely unique feel to the IS-2 instead of it feeling like a discount panther. Soviet armour generally performed like a lumbering giant, no precision just raw force.
/mini rant
If someone wants my opinion on PV. I'll be fine with it not missing it's shots, not necessarily a Rof Buff.
I think a RoF buff is a cop out. For it's current price, a scatter value of 4 is likely to fix most of it's problems.
Overall, I want to see everything priced properly. I don't mind losing as long as it's to skill not game exploits or cheese. And if pricing gets standardized to utility there should be no dead units (i'm looking at you OKW AAHT).