I am using the modifier to calculate vision.
That didn't answer my question if it is determined from the centre of the vehicle/tank which would lead to less real sight if the vehicle/tank is bigger. Valentine is for example bigger than M20 or T70.
The combination of focus sight and trucking give vision above 70 (if I remember correctly)
Yeah, so it would be a good thing to make SU-85 pay for activation similar to the ability of the USF 57mm-AT-Gun which has to pay for it Vet1 ability too. |
Valentine vision should be closer to 63
T-70 should be around 68.25
SU-85 should be even bigger
I wonder if sight is determined from centre of vehicle or from front/sides/rear since you can shoot a Valentine that can see you with a PAK if you can see it yourself. If determined from the centre (as assumed) it would be around 60 (Valentine) and 65 (Vet3 T-70).
As I said I wouldn't have a problem so set recon vehicles to 55, that way it would be always risk vs reward. Alternatively vision above 55 sould cost munition and should be timed.
Su-85 should cost a small amount of munition and end automatically after 30 seconds if not deactivated before. |
I keep hearing about those "uncounterable flares." but there are a number of abilities that are also "uncounterable":
Single pass planes now available in 3 factions as stock
Reckon plane from "Assault"
Flares from mortar cover
Flares from Croc
The flares from Ro Arty and Special Op need tweaks but they are hardy the only offenders and they do not need to be removed.
Imo single pass planes are not a problem, because they give you only a very short time period for your vision and you pay about 50-60 munition for that. A circling plane gives you a short initial sight in most cases too plus additional vision if it doesn't get shoot down.
Off-map Flares should all be removed and exchanged with planes. |
Things you might want to check:
SU-85 focus sight, SU-85 focus sight+trucking
T-70 vet 3 Recon mode
Valentine vet 1 reckon mode
Thanks for your additions:
T-70 Vet 3 Recon: Assuming you get your T-70 where it has 65 sight (sorry, I overlooked this, since you really can't count on getting it at Vet3) I would suggest to bring it inline with my proposed ranges or make a timed ability with munition cost out of it
Valentine vet 1 reckon mode: This is not much a problem, it gets 60 range (same as vetted 222/puma). So it can be shoot by AT. Wouldn't mind to set it to 55 too.
Things you might want to check:
Radio intercept ability
Spy net work ability
Armored vehicle detection ability
Signal array ability
Sorry that I didn’t make this clearer. I was talking about actual sight tools (so intel was misleading). Such abilities exist at axis factions too, but they are not my main issue in this thread.
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Since CoH2 is all about having the right intel at the right time, the game is all about knowing where the units of your opponent are to position/move your units in the right way. This is pretty much realistic because it was the same in reality. Intel is the key to victory in every battle.
There are three main ways to get direct sight
1. planes (Commander / nondoc officers) -> medium munition cost / short-medium timed / counterable with AA
2. recon units -> get better with vet / constant
3. unit flares -> low munition cost / long timed
(commander flares will be probably and rightfully patched out of the game as it seems, so I won’t include them)
Since vision is so important in this game I don’t understand the huge difference between factions. Especially at recon units. While I found no allied unit which has more than 55 sight including Vet we have the doctrinal scope and the Infrared HT. Infrared HT gives 75 sight, scoped 222 gives about 70 sight without vet and 90 sight (which is really “overkill”) with vet while not moving. Its already 60 sight for vetted 222 without scope.
The 55 sight seems to be carefully balanced about risk vs reward, you always risk loosing your vetted M20 for example because there are AT units which can snipe you at that distance if your opponent has vision by himself (nondoc: PAK at Ostheer, JPIV at OKW / plus doctrinal ones). So I don’t understand this riskless “overkill” constant sight at axis factions while extra sight at doctrinal Vet3 Greyhound was stripped for example.
Proposal:
- all recon units should be capped at 55 or 60 (222/Puma) sight with vet
- Scopes and Infrared HT should have timed munition costing abilities that give them their sight range bonus (similar to timed sight from unit flares)
- 90 sight for vetted and scoped 222 is overkill, lower a bit even if timed
- Greyhound should get back its sight bonus in form of a Vet 1 munition costing timed ability (as proposed for IR HT and scoped 222) which should disable the weapons too while activated. This is RECON company and it has neither flares nor a vehicle that has better sight as the nondoc M20 (only the Pathfinders which you get without artillery call-in at Airborne too = same sight as M20)
Yeah this seems to be all about nerf axis, and to be honest yeah it is. But you can’t just make such huge differences at the key element of this game. Axis recon vehicles counter allied recon vehicles, since IR HT or 222 (with vet and/or scope) plus PAK or JPIV = dead allied recon vehicle. This isn’t the case in reverse.
The huge sight bonus of recon units wouldn’t get stripped from axis, this would be unfair, because soviet has nondoc mortar flares and UKF/USF get somehow nondoc recon plane in the course of the battle. The difference is, that all recon abilites that give more than 55/60 sight should be activated for a given time and cost some munition. That way recon would be standardized about ranges and cost somehow but still be asymmetric in its form.
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The idea of having more points to fight for is good in theory. But in practice, the game moves too fast and one bad engagement means you lose the whole game. You lose on VPs before you can recover and attack.
Three VPs is the magic number.
Since i'm a noob too I'll only give my two cents I feel it is a lot more punishing to have a bad engagement early on and loose both fuel points when they are at the middle of the map. After that the opponent is always a step ahead with his tech.
I played Lorch Assualt quite a few times and there were only rare occasions where one side had all five VPs (and i saw turnarounds even in such situations). Mostly it is about 2 to 3, sometimes 4 to 1. I do like that you can always attack elsewhere if you get stuck at some point. Your opponnt can't be everywhere so this maps rewards a flexible play style.
I is one of my favourite maps but as I said it is only my two cents. |
Yeah, I do think a lot of the suggestions here are reasonable. A seperate Assault Guards call-in would make sense. Thompson and Bazooka upgrade (maybe with super bazooka elite option) would make a lot of sense on top at this commander.
Alternatively keep the bundle, take a M3 instead and make both units buildable at base once you unlocked the bundled call-in. The M3 with its repair ability would add a lot of value for Soviets which didn't have vehicle crews for repairing. At USF it is way less useful for this reason.
If the fuel drop would be standardized to german supply drop in addition (coming from your base, dropping at munition point), this commander would be really playable again. |
Alternately; would it be out of the question to reduce the impact of each fuel (and/or munition point), while increasing the number on the map?
I personally think that would be worth a try. Since each territory point produces a small amount of fuel and munition maybe we should just trash the fuel points at least to slow down the fast tech in 4vs4 a little bit and bring it more inline with commander CP timing in smaller game modes (which is totally screwed up because of ressource inflation, light tank call-ins are way too late for example).
You could add other strategic interests. Cutoffs as Rosbone suggested for example. Or/And maybe add a 4th and 5th VP if the map is big enough. I personally like the 5 VPs at Lorch Assault, it gives you something to fight about while the fuel is save there.
Edit: Couldn't we give it a try? Just take an existing map with both fuel points close to the middle line of the map and exchange them for two additional VPs = longer early and midgame, still a lot to fight about... and finally it is not predetermined where you heading with your first units. That would be great. |
The results on the UKF strafing support surpises me, it definitely felt stronger in-game. Gonna test it myself too. I wonder how much damage a single strafe does in comparison (for example when the enemy reacts quickly to get out of sight/range of more strafes).
One thing I'm sure about tho is that it adds a lot to the chaos factor, planes buzzing + rockets flying around while tanks advancing left and right is just pure madness, such attacks usually push back the germans succesfully.
I absolutely agree with you that the ability pushes back the germans with its effects alone but I always thought it would deal a lot more damage. It seems the effects fooled me too. The results of my small test run were disillusioning if you keep in mind that I arranged the best possible framework conditions for the ability to be successful.
On the other hand I didn't expect the two AT-Loiters destroying a single full health Tiger/IS-2 completely. These two abilities performed rather better than expected. |
I testet different loiters on flat maps with constant sight to units (rather unrealistic). Just because it was brought up in the thread about UKF that straffing Support is op (especially with heavy tank in same commander). I just wanted to know always, so finally I tried them with CheatCommand Mod to get some information about their performance at ideal conditions (flat + full sight + idle units).
Testing circumstances:
-constant sight to all targets (should be not always the case in battle situation)
-flat surface
-took a grid of 3x3 and put a heavy tank in it (experimented with Churchill / IS-2 and Tiger)
-additionally put 3 squads in it (1x Sturmpios / 2x Volks) and a set-up MG-34
-one Volks squad behind sandbags, other units in the open
-no unit was moving
Did it multiple times, placed the units always the same.
Results:
Ostheer JU AT-Loiter for 200 Mu and USF P-47 AT-Loiter for 240 Mu both don't attacked/harmed infantry as expected and killed IS-2 or Tiger reliable, Churchill always stayed alive with about 1/10 health left. Seems to me both abilities have quite a punch and are worth their munition, although I do think JU AT-Loiter should cost 240 munition too. I saw no difference in outcome.
Both are great abilities that help you to win tank battles and finish off damaged tanks. Just keep up the assault in a tank battle to not loose sight and get maxium effect out of ability.
IL-2 AI Loiter for 180 Mu and UKF AT+AI Straffing Support for 200 Mu performed completely different. The soviet AI Loiter killed no more than 8-9 guys, often less. Wipes were rather rare. UKF loiter was similar, in addition it scratched the paint of the tanks. Maximum damage it dealt was about 1/3 health of a tiger, but sometimes it just was about 1/10.
Absoluetely dissapointing, expect them to be worse with less sight. A waste of munition, take a commander with offmap artillery instead if you want to hurt infantry and tanks alike. |