might wanna check 1v1 vet 3 rifles with bars vs vet 5 volks with stg
if you think vet 5 units are overperofomring,its okw asysmetry they should get it abd be edge on slightly op with those vets
those vets nerf should all b reverted
although why am i even trying you and the modders have shown so much allied bias before and after
If you were to check out my mod, you can see I would change the BAR if I could. The problem with STGs is the fact that they provide too much damage to the opposing counter parts, Riflemen and Conscripts. Additionally, my preferred faction is Ostheer but it is very hard to play them in the current meta when they are the slowest and weakest of all the factions. |
yeah but if rear echo are near riflemen then riflemen will be at standar cover or negative i think only sandbags for riflemen will be good no mines no fighting positions only sandbags
well, lets look at their counter parts. Grens can not build sandbags and at max range it is a fifty-fifty toss up. Volks can build stand bags, but they are weaker. |
I guess mod team is given too much nerfes to OKW.
- You removed the SturmTiger capabilitis to shoot through obstacles. Why dont remove that same capabilities to the Churchill AVRE?
- You nerfed too much the Stuka Zu Fuss. What about the Katiushas, Calliopes and LM? those things are ruining 4v4 games, not panthers, jacksons, or elephants.
Does anyone remember that OKW are a starving faction and they are supposed to have really good units???
Katiushas are already the weakest Rocket arty
Calliopes has more pop cap, slower rate of fire, and reduced health
Land Mattress has already been nerfed to a good point.
Ostheer Panther has been buffed
Jackson has been buffed
The Elephant still has a stun shot, so it being able to two shot with that is a bit OP
Also, OKW are no longer starved on munitions or fuel. They get full income. Volks are not suppose be thematically as a good unit. They are more closer to reserve units for they are technically recovering wounded and old men.
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Please at least give riflemen sandbags a lot of people are asking that
There is doctrines for that and Rear Echelon can always build tank traps for heavy cover. |
Mr. Smith, we appreciate the effort with DBP, but you are making too much changes that are not really needed.
e.g.
- Smoke on RE.
- Elephant nerfs.
- Jackson Buffs.
- OST Panther nerfs, instead of some "love".
- changes in vets in almost every unit.
- T34/76 cost increase. Why??
- Over all, riflemen are overperforming so it is a reasonable change. Mortar smoke is buffed so that is now - a strong substitute.
- Needed
- Needed
- Ost Panther has been buffed not nerfed. Faster Reload, better MGs.
- Volks are over preforming as well as the rest of the vet 4 and 5 units
- have you not seen a swarm of T34s? It has really good anti infantry and reasonable vs P4s. |
People are suggesting a merge for some abilities, another a replacement ability. I am not sure what you are allowed but adding or changing into more unique abilities could be good.
USF: Recon Support
-I would like to see a merge/replace with Forward Observers and with Rifle Company: Riflemen Flares. Both abilities are meant for scouting. The riflemen flare ability is also much stronger of the two.
-I and R Pathfinders: In the Current State, no one wants a weak three man squad with a high reinforcement cost. I am personally leaning towards a Soviet Sniper Clone with the same abilities.
-The M8 in live is just weak. A simple damage of the main gun from 60 to 80 is quite reasonable. The veterancy 1 could be changed to recon ability to help fill in the role of Recon Support.
-Recon Sweep: The Major has already a weaker variant of this ability. Replacing it with the Recon Loiter from Tactical Support could be a good option.
-Para Drop Combat group
This ability needs a rework for we all know it is too expensive and comes too late
Idea 1:
Regular Paratrooper Drop
This squad could be a bit different such as four men but equipped with Thompsons
Idea 2:
Maybe make it a good counterpart to Luftwaffe Ground Assault. A munitions ability that drops one paratrooper with a P47 Machine Gun Loiter to support its landing?
Mechanized Company
-WC 51 is a strong vehicle but with vet 0 cloaking Raketenwerfer and panzerfausts do give it a hard time.
My simple solution is to reduce the fuel cost to 10 but make it start on cool down and increase the cool down to 1 minute. Additionally instead of step on it for a vet 1 ability, a passive capture may be a good alternative in order have more usage as a capper as the game progresses.
-A Unique Alternative is to make the WC 51 already garrisoned with a unit such as Assault Engines. This can help free up the M3 Slot.
-M3 right now has too little health to be effective. Also, it is not a very good ability when an ambulance is a cheaper alternative to an investment. Again with the recon sweep already available to the major, creating another dead ability. Changing both of theses may be necessary.
Possible replacments:
-Buildable Sherman (76)
While not as strong or durable as an E8 it is slight upgrade to fight armor over an standard M4A3 Sherman
-M8 Greyhound
With Recon Support getting buffed, this could be a good call in with withdraw and refit.
-M21 Mortar Halftrack
An underrated unit with a high fuel cost. Withdraw and Refine can help alleviate this.
-M5
I am actually against this since the M15 is much better in AA and Infantry Support.
-Sherman (105) Dozer
With the Jackson Buffs, a doctrinal Anti Infantry asset could be quite good.
-Combine Arms
Why is this not already in the doctrine?
-Cavalierly Riflemen?
An elite infantry call in unit?
Able to use abilities while garrison in a WC51
Guard Rifle Combined Arms
-Guards
I never liked how all range effective Guards are. I would make their PTRS and DP-28s separate and independent upgrades. Making them not come with PTRS's is actually a large buff to their anti infantry damage. With the squad not having PTRS and Button together, this could make a much needed price decrease for Button. This could make Combined Arms Army's AT gun ambush plus button a powerful combo. Additionally to improve vehicle damage a third PTRS for their upgrade could make it into more of a AT role. However a slight nerf of moving accuracy from .75 to .5 would be warranted as well.
-ML-20
Manpower cost should be reduced to add fuel. With this done the Lefh 18 should get the same treatment.
Tank Hunters
-PMD 6M Light AT mines
Instead of having a tiny little mine stun an entire tank why not make it into a CoH1 style mine that can be queued into a line. (This could be applied to the Rear Echelon mine.)
Units laid mines in a line that does a small amount of damage. Say at 75% health remaining the engine would be damaged. At 25% Heavy Engine Damage is sustained. Of course, do not let them chain react.
-Engineer Salvage Kits
100 munitions for an ability you may not even use...
It would not be over the top if it were to become a free passive.
Jaeger Infanty
-Ambush Camouflage
This ability for what it does seems reasonably cost for the units it effects but I would like it effect more units. It could receive a buff by allowing other units to make use of it as well. Pioneers could make use of this for helping ambushing units. They are equipped with SMGs, though I would increase their First Strike Capability seeing they very weak. Mortar with camouflage could be interesting. Let them to hold fire to hide away from flanking squads. A Camouflage PaK 40 maybe a bit overpowered but maybe not.
-Fast March
To make it more unique from other doctrines why not make it into a 0CP Encirclement Sprint? This will help prevent overlap with Storm Doctrine and Lightening War
I would not mind if either/both of the late game munitions sinks into an earlier/aggressive ability.
-Elite Infantry unit Call in?
Stormtroopers in this doctrine would not be half bad but an upgrade would be too similar however, there are speech codes for a Jaeger Light Infantry. Jaegers would be like the OKW, with their utility allowing more uniqueness. Also, allow the stormtrooper bulletins to affect them to allow a hat trick of the bulletin.
-Model 24 Stun Grenades
A perfect ability for an ambushing unit. (this may allow for a much needed damage nerf seeing it is over preforming for its cost.)
Osttruppen
Osttruppen themselves are fine but the other abilities are lack luster.
-Artillery Officer
If there was one more body guard, then this unit will be reasonable in combat. Additionally if the Officer itself had lower priority then the guard would do their job.
Cost would be needed to increase to about 270-280 however
-Trench
I would merge this ability with the Defensive Doctrine: Tank Traps which will free up the slot this idea.
The Trench Ability could be replaced with a callin/build-able Short Barreled P4s. This will fit in with the style of Reserve Units. One the other side of Defensive Doctrine. The Short Barreled P4s have good Synergy with Hull Down and with the Pak 43. Hull Down would increase their effectiveness and the Pak 43 would be the AT Asset.
The speech code can the Armor Reserves Call in. If it is a buildable I would make be built in the HQ but requires Battlephase Two. It would come out earlier that other medium tanks and be independent from a T3 base build so the player can go straight to T4
-The Supply drop is too map dependent. Why not an Opel Blitz call in?
-Railway does provide amble warning so does it really need the flare call in? Additionally I would like it to be more consistent vs emplacements since brace can actuality make it live through it
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Do you mind if I propose another quality of life idea?
Garrisonable vehicles gains the ability to capture when loaded with infantry.
This will allow of shift clicking to queue capturing when the vehicle is loaded in order allow for mass capturing or to enable a reverse move command after making a deep capture. |
While Company of Heroes 2 would make since if it was went to free to play for the Soviets and Ostheer. This reminds me how people feared the worst with CnC Generals 2 when they announced for a F2P model. A bit off topic. |
I do not get why there is increased reinforcement cost in the first place. The only thing it does is increasing bleed. Bleed is not a problem, the fact that units you have forced to retreat return to the field too fast, negating tactical play.
So, instead of increased reinforcement costs, why not just simply increase the time of reinforcement...? It has the same effect as delaying retreated units to return to the field, effecting you more if you loose a lot of models, but it still does give you an advantage of performing semi-hard retreats.
The increase bleed would make it hard to keep blinding charge forward. Your idea of increase reinforce time is unique. I would not mind seeing a test version to evaluate the two. |
Global maybe too much. Perhaps an Aura effect around the HQ in order to prevent base reinforcements for receiving this effect as well? |