I really love the sturmtiger but it's batshit op on some maps (semois)
I use it a couple of times with the new patch now and nothing justifies it's "alpha damage"
Remove it's ability to fire through houses and buff it's armor, health and time to fire.
With it's speed you should be able to get away with anything than weapon crews.
It would be better to change all explosive weapons:
-decrease lethal aoe area and increase none lethal aoe area
-add suppression to all explosions or only the bigger one
my suggestions would be:
All explosions should suppress like leig18
mortar/grenades/su76(barrage)/medium tanks - very low
leig, pak zis(barrage) - low
tiger/is2/kingtiger - medium
isu/lefh18/ml20/KV2 - high
sturmtiger/demo/50kg bomb/railway - very high
very low: suppresses for 1 second
low: like they do already
medium: a bit stronger than low
high: pins in a small area and suppresses in a larger one
very high: pins in the area a sturmtiger does damage
@Alex:
You vigilantly defend the Sturmtiger, think about it:
While it's dps are probably shit and it's performance is balance with it's price it's simply a wrong unit for coh
Unit preservation is one of the basic ideas of coh and this unit completely ignores this (just like demo and ISU)
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First please excuse my English I'm not a native speaker and rarely write anything in English.
I rarely play 1 vs 1 (still in placement with all factions)
I mostly play 2 vs 2 as OKW with a OST mate so this comes from the "enemies" perspective and observation.
I almost never play 3 vs 3 or even 4 vs 4
In my experience USF struggles most with the following points:
US vs OKW high vet elite inf and vet 3 lmg grens (the mp bleed from vet 4 obers is crazy)
counter:
-rng from howitzer
-tank (if the enemy does not have good at)
: both are not reliable
US vs well armoured tanks if they can't use Jacksons (vet 2 ostP4, okwP4 and everything bigger)
- pak is too weak (see below)
- bazooka blob is stupid
- mines need m20
On the other hand especially OKW struggles against US in the early game.
Only so that it outright murders everything in the lategame except for "defensive stance rifles", airborne and priest
OST early game got major buffs with the stronger mg, increased starting mp and pio sight range and the 222
USA got cheaper tech for captain and got "locked" out of lieutenant tier thanks to 222 and buffed captain
I think USA lost it's edge against OST in the early game while getting nothing in return for the late game (2 vs 2 experience).
USA should be toned down in the early game and buffed in the lategame (USA is very good in 1 on 1 but weak in bigger games)
Early game nerfs:?
less/different dps for rifles?
-rifles vs grens: loose at distance, mid distance slightly in favour of rifles, in close range rifles win decisively
-rifles vs volks: win slightly at distance, win decisively at midrange, ...
-rifles vs sturms: win decisively at distance, mid range ??, close range is sturms playground
-rifles vs ost-pio: annihilate at distance, win decisively at midrange, slightly in favour of pios in close range, pios annihilate rifles point blank
make teching more expensive?
I certainly lack experience to say fixed values or distances, that's just how I think the early game engagements should work. (inspired by coh1)
I also know that USA needs a major overhaul to fix early/late-game power difference.
Possible lategame buffs:
-Supply depot(lowers upkeep) with each unlocked tier?
-"US industry" - lowers price (and maybe popcap) of vehicles the more you produce?
-m5 pak upgrade (global or per unit, slower rate of fire much more pen, damage increase?)
-Buff major abilities, arty and recon run
-officers get more useful abilities that don't encourage blobbing
-bars ignore 10% damage reduction from green cover due to their high calibre or better pen? (unrealistic if only bars get this but who cares - balance >> realism)
-advance infantry training for X mp : reduces received accuracy for all inf squads
Alive officer or tier purchased:
lieutenant: faster cap-speed/ sight-range +5 for all units?
captain: faster build-speed/restock/cheaper restock??
major: cheaper abilities(nades,bars,smoke...)/fix resource income?
all: damage buff/increase max popcap
You can get very creative with tech/officer buffs
but knowing relic you will probably loose those buffs the moment the officer model dies and restocking won't work (rifles recon ability ...)
so maybe it should be bound to the tier
Summery:
I tried to let out commander specific units and abilities and I also don't propose this as a new commander. Commander shouldn't be an essential choice but enable different tactics.
!!!All stock armies should be sufficient designed!!!
I don't think all of the proposed changes should be implemented those are just suggestions.
And buffing rifles alone would not help USA, it would restrict tactics and force the US player to spam rifles -> boring meta
(we know Relic thinks that everything is fine as long as a faction has ~50% winrate even if the are force into a single doctrine/tactic)
those changes above are still rather boring but are more realistic knowing relics enthusiasm to improve their game and implement bigger balance changes (although with the arrival of the brits a ray of hope is shining down on the coh 2 community)
So below are more radical suggestions to diversify gameplay and increase the amount of possible tactics (as well as cheap prejudices)
- Increase RET price and give them good long range dps but weak close range
- Nerf Rifles long range damage - buff mid/close range damage
- Captain needs lieutenant (adjust price) (Okw needs both trucks for T4?)
- 50cal ignores green cover damage reduction?
- m20 can be upgraded to greyhound if recon doc
- M5-upgrade for M1-pak
- some quick to deploy and move indirect fire unit (NDA)
- fighting position can be upgraded to flak after captain is unlocked
- Shermans can be upgraded to jumbos or if Inf-Company to Easy eight
- first vet 3 rifle squad transforms into ranger gaining a REC accuracy buff and passive heal or something else (If they die another squad can be promoted for X mp/ammo)
- major comes with a typical Uncle Sam outfit
- Vet 1 RET can place stun/suppression mines : rather cheap and suppress in a rather big area
-- aka FOB (F**k OKW BLOB)
-- special: still explode when detected like demos but deal very low damage, can be targeted with rifles, sweeper squads don't trigger
- Ambulance 3 different upgrades:
-- Speed Upgrade: (the ambulance driver don't care about wounded soldiers in his truck any more)
-- Drug Mobile: Buff after healing activates with the first order (passive sprint for x seconds would be cool)
-- Ambulance can be upgraded to an armoured version to M3 armor level and gains infantry crush - those bloody skins do have a history!!
- Officer Squads gain unique Weapon upgrades or abilities
-- Storm garrisoned building for lieutenant - enters building and they fight in very close range without cover (bad idea vs sturms, good vs mgs) maybe op!
-- Alternative lieutenant decrease set-up/tear-down time and increase movement speed of weapon crews
-- White phosphor rocket for captain
-- Uncle Sam needs you for major - instant restock all Inf squads in range if restock is possible for the unit (ambulance,ht,hq)
--- normal price for each restocked model + 50 ammo or so
--- long cooldown or Major/Major squad needs a kill
tl;dr don't make USF even more boring with buffing rifles
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^ did you ever play as axis?
Why are you comparing Ele with ISU 152 and when was the last time an Ele killed your capping inf squad from the fog of war?
Panther vs IS2 (Panther has like 90% less dps against inf)
Sniper perform (almost) equal against each others squads (4men vs 6 men squads) but is a lot more squishy
su76 is less expensive then the Stug comes a lot more early and has a free barrage (also Stug is a better TD) (btw su76 has more pen than Stug)
Puma vs T34 - Scout-car vs Tank , you can't compare that
su85 is probably the best TD in the game(besides high vet jagdpanzer4)
air performance, since Alex is mostly complaining that OKW has counter to the ml-20 i would say that allies have the better airforce (you know okw has no aircrafts)
B-4 was nerfed hard but I would say 1-shot potential is worth a lot
OKWs heroic counters
-walking Stuka (100fuel and you have to get close)
-Luchs/Panther rush : maybe possible in 1 on 1 but not in 2 on 2
-infantry support gun now that was a good one
But before the Allied-fanboy-shitstorm hits me with all it's might
I think that SU should get all stock Units buffed and the 1-Shot garbage nerfed
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