I'm really curious what they mean by "regular" mines. The M6 mine, or something new? If anything, I feel like Rear Echelon troops desperately need mines by default, not just in infantry company (just another reason to pick infantry company 90% of the time).
Also, LOL @ the ML-20 nerf. I really hope they revert some of the damage loss. 160 damage is terrible. Now it's like the discrepancy between the Soviet and German mortars: German stuff is superior for being German, even if the Soviet equivalent uses a bigger shell. Just give Soviet stuff less accuracy, rate of fire, whatever, and keep the damage the same. Makes sense.
But the update looks pretty solid otherwise. Although I only have a vague idea of how targeting tables work, I'm happy to see them fully implemented. Plus, squad spacing is a gift from the heavens. Not sure about the flamethrower change, but I'll wait to use it before I make a judgment. |
The USF only have two things to research in their T0 while the UKF and Soviets have 3. Giving the USF something to research that solves their MP bleed and reliance on munitions is also a really good idea. One of the below upgrades in the U.S.F. would help the Americans scale with the British power creep.
Motorize Logistics Upgrade
-Reinforcment of infantry requires 20% less Manpower and occurs 35% faster
-costs 250 MP and 50 fuel
Prioritize Supplies Upgrade
-weapon rack upgrades cost 25% less, abilities 30% less
-250 MP and 50 fuel
Defensive Tactics Upgrade
-Owner's territory takes 25% longer to be uncaptured by the enemy
-150 MP and 25 fuel
Offensive Tactics Upgrade
-enemy territory is uncaptured 25% faster
-150 MP and 15 fuel
I don't like the territory ones, but I really like the other two. That would help a lot with the riflemen bleed. I don't think I'd be willing to fork out 50 fuel for cheaper BARs and bazookas, though. By the time I'd get that, my squads would already have them. |
I'm actually okay with the US not having a heavy tank. I think it makes them unique, so long as they have other options at their disposal that aren't available to other factions.
I said this in another of your threads, but I'd like to see the 57mm AT gun available in the tier 0 building, but an M5 3" AT gun in the captain building.
Not having mines and sandbags really irritates me, too. You'd think USF would be the faction that needed mines the most. |
Lol.
Whatever your reason, I don't know why you think this kind of thread will get anything done. |
I apparently have 36 hours on Company of Heroes 2 - Limited Free Trial. They must have used this launcher in the past. |
I doubt it, you have a Sherman that can fire it's main gun and fire rockets. I think they will be spammed if you don't put up these requirements..
I agree with your second section, but the idea of purchasable upgrades gives so much room for diversion
Yeah, that's why I think having it as its own unit would be better. Because an upgrade would either make it too spammable, or restrictions would make it nearly worthless.
If you make the Calliope its own unit with a weaker cannon, nobody is going to pay, I don't know, 150+ fuel for a weak tank unless they legitimately just wanted that much artillery in the first place.
Even if it does get a legitimately good main gun, just make it cost a lot of fuel so it can't be spammed. I think 175 fuel would be a fair asking price for a standard Sherman with a Calliope attachment.
What's the point of having a Sherman with Rockets on it if it can't even Sherman? At that point you could just have a 2½-ton cargo truck with Rockets on it like the Xylophone.
That's exactly how I feel. I never liked that the Calliope couldn't fire in vCoH. At that point, it might as well just be a Katyusha. Given that the Americans are about flexibility and mobility with all their units, I feel a Calliope that doubled as a decent-ish tank would fit their army theme well.
Although I don't disagree with you that it would be hard to balance. I'm thinking more conceptually at the moment, because it's hard to strike the perfect balance between tank and artillery piece just from a forum discussion alone.
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A movement speed penalty would be fair and maybe the crew not being able to pop out. But I'd only support the latter if you got rid of all the other crazy requirements. If it's going to cost munitions, a fuel upgrade, and veterancy, and be limited to one, it had better be firing nuclear missiles. I think the best thing to do would just have it be an alternative purchase from the .50 cal upgrade, and cost 150-200 munitions. If you get lower speed and can't pop out the crew, I don't think people would spam them so much.
But in all honesty, I'm now just thinking the best solution would be to have the Calliope as its own unit, but still have a normal main gun that's a lot weaker than the standard Sherman's. Around the strength of the Panzer IV Command Tank (albeit a little weaker against infantry). I think that would make American artillery a lot more flexible, mobile, and unique to the faction, rather than making it like any other artillery-only platform.
I think it would be really interesting if it could actually fire on the move like the Scott, but have higher scatter while doing so. |
You know another one I thought of? Popping Sherman smoke bombs shouldn't stop your vehicle. That drives me nuts and makes me not use it a lot, because I feel like the extra second of movement could potentially allow me to get away, while stopping for even a second would mean death.
Great! How do you envision the upgrade to the calliope? I think it should also require a fuel upgrade beforehand. How about 250 mp and 50 fuel? This will be followed by a 150 munition upgrade to the Calliope? So they can't be spammed that easy. Perhaps a limit on the calliope upgrade of 1?
Yes, a fuel upgrade seems reasonable. I would agree that having a horde of Shermans all with their standard guns with Calliopes on top would be crazy OP, though I don't really like the idea of hard caps on any unit except call-in heavies. Perhaps one solution would be to give Shermans the Calliope with vet, or restrict the buying of the Calliope upgrade to Shermans vet 2 or above. But even that could get potentially hectic in team games especially, so it's hard to say.
I'd be fine with the Calliope just being its own unit if this weren't feasible balance-wise. |
- Americans were masters of artillery in WW2, so their lack of reliable arty in-game is out of place. Their lack of non-doctrinal heavy artillery needs remedy, because the pack howitzer just does not cut it. Either the Priest or a Calliope need to be in the American arsenal by default. Perhaps the standard Sherman could have a munitions upgrade for a Calliope attachment?
- The major is worthless as anything but a retreat point and the occasional arty barrage. Allow the ambulance to act as a retreat point by itself once the tank tier is unlocked. Either remove the major or completely change his role.
- Rear echelon troops need mines. Why isn't this in the game already? I can't believe they can't build them. And not those crappy 5-muni mines. Good ones. They should be able to build sandbags, too.
- Ambulance should heal passively if in base sector
- Americans need a tier 0 mortar.
- Put the 57mm in the tier 0 building but make it require either captain or lieutenant. Captain tier then gets a more expensive, higher damaging and higher-penetrating M5 3" AT gun. This is basically the same as having the mortar in tier 0, with the pack howitzer being an "upgrade" in the Captain tier.
- Please add rangers and/or a Thompson weapon rack
- Armor company's worthless Thompson vehicle crew upgrade could instead be changed to a Thompson weapon rack in place of the M1919
- M20 manpower cost is too high. AA halftrack manpower and fuel cost is also debatable, but understandable.
- When I pop out vehicles crews, I like to shift click them back into the vehicle so they'll re-embark when finished repairing. However, it takes a over a full second before you can do this. Fix that pudding!
- Increase the Sherman's penetration slightly. Not too much, just enough so it doesn't bounce off Panzer IV's all the time.
- Weapon crews need a received accuracy reduction, or 5 men. As of now, they get torn to ribbons too fast.
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I like the hull down idea. Personally, I'd really like to see the major retreat point upgrade removed, and instead passively given to the ambulance once you unlock the tank tier. Having to use 9(?) population just for a retreat & heal point is ludicrous. The major should have other uses than a glorified pit stop. |