What if we gave them 4 Obers Kars on deployment. Good standoff overall but NOT going to DPS a squad from behind out of nowhere. Can still use panzerfaust snare to trip up retreating tanks or grenade a troublesome MG.
Upon first retreat, they switch out their weapon load. 2 obers kars remain, 2 highly buffed FG42s go make the squad worthwhile for their investment. |
This website...ate my post 3 times and I'm not rewriting it...
I love the idea, just give USF a PE style unlock.
Low/no cost abilities that can only be recharged at headquarters.
Fits awful theme of weapon racks. (RTB for resupply)
Would suggest BAR vet ability that reduces targeted enemies accuracy while slowing BAR squad and making it so BAR squad has slightly less accuracy. Enemies can partially negate effects by being in higher graded covers.
Rifles lose in 1V1 but in 2V2 can crush even vet 3 grens using this. Panzergrens however counter as they can get into point blank (base accuracy too high for modifier to reduce it meaningfully) and mop up BAR squad. Forces axis to rely on mg42 and not just lmg grens even into late game. Forces (already is mind you) USF to get smoke grenades to deal with MG42s. Makes meaningful counters instead of long range infantry for days...
Possible addendum: German officers abilities "rally" affected troops, negating BAR suppression effect.
Late game you get glorious spam of this ability, fitting in well with eventual overwhelming USF resurgence.
2V2s against double OKW if neither picked an MG34 doctrine might be...tough. |
The halftrack guards squad is a pretty good example of how guards COULD play. Less effective point blank DPS and survivability compared to shocks, but with the option of upgrading to a BUFFED PTRS to push off light vehicles. (Is it possible to get special rear modifiers in this game, IE "rear" shots at medium or less range has X chance to immoblize tanks with button increasing odds of track shots? I feel this would go a LONG way to improving Allies ability to terrify JTs or KTs if they had to FEAR closing allied infantry more than they do now. Maybe even add a reverse modifier, the heavier the armor the more likely to suffer immobilized crit due to overstressed suspension?) |
Hypothetical here, what if Kubel production was restricted till after the planting of your first truck? The majority of the problem I see with the Kugel is that unlike other MGs it can race to your opponents cutoffs and prevent them from capping/harass your capping in the first place. Furthermore it can come at as your first produced unit, and though it may lose vs many squads, it has a unique ability to solo any single squad and render them useless, forcing you to send over a unit to attack the kubel or retreat from it; either way the kubel has "won" the engagement and though it is one less capping unit for OKW, it can shut down any one of your capping units so it makes a capping loss due to one less infantry unit a moot point.
By far though the biggest single advantage of the kubel is it lets you, against
USF anyway, choose EXACTLY where you want to plant your first truck as it can secure an early game territory advantage if you want it and this ability to put your first truck where you want it means from then on you can dictate the flow of the battle, which given OKWs strong 8-14 minute mark abilities and available units, it just creates a snowball effect from hell. This is most apparent in team games lacking Soviet players and honestly 2v2 with double USF versus a competent kubel user is a death sentence in most senses of the word, with the only hope coming from luck or the veteran riflemen commander ability allowing for an early at riflenade. If the kubel was restricted to your first truck there would be at least a small window in which USF could maneuver and cap before the suppression machine arrives and OKW would have to choose whether they wanted fast truck for fast kubel or wait until they got a better position secured to place their truck. (If it were personally up to me I would suggest restricting it to requiring the med truck rather than just the first truck as this would slow the puma or overs if only slightly, plus it would make it far more of a strategic choice as the location of your med truck matters far more than the mechanized headquarters truck).
This is of course just a pipedream idea of mine, but personally I feel the majority of "imbalances" in this game stem solely from the arrival times of units and abilities being far too compressed in COH2 as opposed to COH 1 and I think the patch where they changed teching to increase the fighting time of infantry was a huge step in the right direction, but the arrival of OKW and USF kinda threw a wrench in the system that has yet to be fixed and rather than sledgehammer changes, the arrival times should be looked at first. |