...so only fix big shits like stupid super heavies, rocket arties, FRP. and maps if you have time.
But this would help so much already. Fix the things you said and some op bs like Ostheer Stuka Dive Bomb and UKF Artillery Cover and we are in a very good spot already.
Some thing can be balanced for all game modes at once. Take M10 call-in for example. You will always find threads about skipping USF tech going directly into M10 is too potent. Then why we shouldn't bind all vehicle/tank call-ins to their appropiate tech but leave them as a call-in (like Kingtiger for example)? That way you balanced timing in 1vs1 while you did in 3vs3/4vs4 at the same time. While ressources are inflated there and CPS are not you would have always the same timing in comparison to tech units across all game modes. Simple isn't it?
What I want to say: It is possible to balance all game modes in one go (at least for the most akward things), you just have to think about different approaches to balancing. |
Playing the game in 3vs3/4vs4 arranged teams since release and nothing changed (apart from Opel blitz bonus not beeing available for whole axis team and that took a full year too). CoH2 is one of the few RTS games I played that is not able to bring balance to 1vs1 without screwing it in other game modes. Why?
Ressource inflation(without CP inflation), ressource system and akward population values for medium and heavy tanks (especially the super heavy ones) ruin this game modes.
Just read a thread about fixing the panther, yeah maybe from a 1vs1 point of view, answer is swarm it with T34, yeah cool. But what if you are maxed out at 100 and you are facing 3 Panther (48 population) with your 5 T34 (50 population)? You'll see its not that easy, especially when there are 8 players around and you don't have the room to pull off a successful flank without running in other stuff. Let the comet cost 24 if you ask me, but the Ostheer Panther at 20 (OKW version at 22) and a Super Heavy above 30. Yes, it should feel as if it is a 1/3 of your army.
Then I read a thread about M10 coming way to early and I have to say no! Again this may be true for 1vs1 but is not for other game modes. Many tanks/units got delayed in CP cost in the name of balance already. Resulting in every CP dependent call-in of every faction coming way too late in 3vs3/4vs4 in comparison to tech units. A Bulldozer for 10CPs for example will hit the field very likely after the Kingtiger is present already.
There are 1vs1 game mechanics like OKW not able to build fuel caches (they have strong infantry and ressource gain via salvaging to make up for that). In 3vs/4vs4 their Ostheer mates just build the caches while OKW are still salvaging on top. Even a blind man should see that something is not okay with this ressource system, but Relic doesn't care.
This game isn't able to scale balance, thats so akward. I know Mr. Smith already talked about population values of tanks (especially super heavy) and wrong repair rates but thats only one of the many problems that have to be adressed. 3vs3/4vs4 favors OKW/Ostheer/Brits while USF clamps to this gamemodes once they got 10 CP to bring the single really overpowered USF late game unit named Calliope to the field and Soviets just perish unless someone else of the team pulls of some good teamwork and brings good infantry for them so that they just spam SU85 plus mines/demos like there is no tomorrow.
Then you have Ostheer and Soviet without forward retreat points, a joke on all the big maps, where everybody else just retreats a few "inches" on the map while they move the whole way back and forth.
For years there was no real competitor, but with Steel Division and Sudden Strike 4 at the horizon, there could be some serious aspirants for the playerbase of big game modes that is disappointed by years of years without a real change. Same theme and a similar mix of tactics and arcade makes them attractive. I would switch myself and so would my gaming group if one of these turn out to be a better balanced multiplayer experience for the real big battles. Don't let your playerbase down. Once people start moving, matchmaking will be worse resulting in more people leaving. Better be prepared in time for that whats coming this year. |
Since it costs munition it should do something, without beeing a copy of other MG abilities.
Some of my thoughts:
1) High suppression volley: Insta pinning of a single unit that you click on. Ability activates after beeing setup for 5 secs (-> More suppression options means you will need less Maxims. Delay of using it after setting up means you can't use it versus a flanking squad by quickly changing the direction you face in and its less effective on the attack).
2) Take cover: Doubles the cover bonus they are in versus explosive attacks for 5secs. Maxim stops shooting in this time period (-> Maxim in cover will profit versus rifle grenades and mortars, Maxim in the open will not. This supports putting Maxim in good defensive positions, while it gives no advantage when attacking on open field. Furhermore it does not protect versus flanking, because they will still die from small arms fire). |
The argument of being doctrinal is a cost is a bit of a stretch. If that were true, than all doctrinal units should be AS cost efficient as the T35/85 and then everyone would be using doctrinal units rather than core units, which was a huge problem in the game a year or 2 ago.
I would say choosing a doctrinal unit definitely comes at cost. It is not a ressource like fuel or manpower. It is a lot more similar to the ressource population (of course not the same). Choosing a doctrine takes away other options that could swing the game into your favour. So there is a cost named flexibility/varibility.
In addition I wouldn't lump all doctrinal units together. There are two types:
1) A type of unit that is not in your non-doctrinal roster. Something like a new toy that adds a new game mechanic. For example a Priest for USF, an Elephant for Wehrmacht or all falls and infiltration troops. There are many more, but they have something in common: This units do not have to perform better than comparable units of other factions because they already gifting the player with whole new options he wouldn't have otherwise.
2) A type of unit that is very similar to a unit you already have in your non-doctrinal roster. It is pretty clear that this unit would be completely useless, if it wouldn't be better in cost to performance ratio or would come out earlier or/and as some kind of call-in. As they removed the call-in mechanic of T34/85 and placed both T34s in the same tier there is not much left but T34/85 beeing the better tank in cost to performance ratio or beeing a completely useless doctrinal choice. |
..and when you finally found a spot where you can place the 17pdr it is so huge that once brace wore off it will be hit multiple times by a single onmap/offmap. They should reskin it with a big crosshair on top. That would thematically support its battlefield role. |
comrade i love that you fight for the underpowered forgotten units of the ussr. BUT the kv2 is not exactly the same as a brumbbar.
Yeah absolutely, but the unit they forgot about is the Sherman 105mm. It fits absolutely the same role with the exception of having no AT capability. I just don't get why they do not reworked it in a similar way. I don't mind about missing AT capabilities but it is a doctrinal unit and worse versus infantry by far. Such a shame. |
I think the munition cost should be brought down to somewhere around 60-75 munitions, what do you guys think?
Depends with which upgrade you want to compare it:
In comparison with double Shrek of Ostheer for 120 mun you are right. 75 mun would be fine, because a single shrek is more than half as good as a double shrek gamewise giving your squad AT capabilities at all.
In comparison with USF Bazooka 90 is just right, because it is superior in every single way to bazooka and USF is in no way less munition heavy than OKW.
Just don't forget that OKW shrek on infantry got indirectly buffed with Faust for Volks. Having no snare was a huge downside of OKW. You will land more shots with Shrek now if you cripple enemy tanks with your Faust, thus getting more caused damage for your upgrade costs.
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Yes, demos should be fixed. Oh wait...
Oh wait... yes it is too much to build a minesweeper. Clearly there is no counterplay versus demos... kappa |
To the already long list of Brit OPness, I will add the ability of tanks to throw granades.
Just WHY only on Brits? I think it is a cool idea, but every other tank in the game should do that too.
Soviet, OST or USF tankers deserve this ability more than Brits.
Do you really want this discussion? Why do USF tanks get crew repair? Why do Ostheer tanks get good speed ability with vet1 while soviet only get capping points? You could make such a long list out of this, it is all about asymmetrical factions. It would be pretty boring if all tanks would have the same abilities, if they all could throw grenades, get speed at vet1 and so on. Asymmetrical factions result in units that are not all on par of course but it is still better than having cloned units only. |
Squad wiping abilities with little counter or time to react should be removed.
signed, they should change this for commando grenade und revert it at bundled grenade
Commandos do not have low DPS, and start with some of the highest starting stats both offensively and defensively.
To be fair, all elite units start with an incoming fire reduction in form of target size beneath 1 to give them some more survivability. On axis side this ranges from 0.7 for Obersoldaten and 0.87 for Fallsschirmjagers. Only real Ostheer elite infantry unit "Stromtrooper" has 0.75 for example. While commandos start quite good with 0.72 all of this elite units with the exception of commandos get further damage incoming fire reductions with vet. Obersoldaten, starting at 0.7, can get up to 49% received accuracy. This is huge. So a small standard damage reduction of -23% at vet3, while grenade gets nerfed along with bundled grenade, would help if you ask me. |