Soviet 76mm HVAP?!
All hail the revival of Soviet lend lease except I know that almost everything else in there is bad
Still will be much fun to play around with! |
Double Engie -> Sniper OR Penal -> M3 OR Penal -> Penal -> Guards
Soviet T1 should have no problem vs Volks at all if you play it right. Penals trump pre-HQ Volks even harder than Riflemen. Sniper can make those engagements even easier, as there is no risk of counter-snipe and Kubel dive is very easily forced off by any supporting arms/M3. M3 Clowncar to force early Raketen would mean 1 less Volks. Finally, Guards to soft counter Luchs/Puma which are most likely to dive for sniper.
Alternatively, Cons + PPsH is good, but only after PPsH upgrade. |
I think Volks StG when it comes now is fine. Riflemen trump Volks at close range at min 0, and Penals scale well vs Volks as well. Although I have little experience with USF, T1 Soviets is the way to go vs OKW. |
I think self-sight is a no-no, but I'm down for reduced fuel on M10 OR keep current fuel and available from HQ with 2 tech buildings active. |
I was of the opinion that the incendiary should destroy a cache on its own, while Mirage disagreed on this. Last I checked, he's currently leaning towards ~60% damage for it, while im leaning towards 80%. I think the cache should be cleaned up by an incendiary nade + ~7 seconds of small arms fire.
Why not give Stormtroopers a timed Demo charge like paratroopers iirc? More expensive, more setup, better reward. Less fantasy grenades |
You can get away with squads up to 9-man before the UI gets glitchy. 10-man is the cap for squad_distribution_table, but technically you can go over that. I'd recommend a cap at 9-man. |
You certainly can do that, if you don't mind the soldiers screaming in Russian accents and using Soviet equipment. I personally would not like that, but that's completely up to you. |
Unfortunately, there is no current way of adding in new model, texture, or sound assets to CoH2, so what you're looking to do (adding an original Japanese faction I'm assuming) is beyond the capacity of the tools. You more or less have to make do with what's currently available in the game and recycle assets. |
I think the Commissar medic ability needs to at least be put behind a timer + cooldown like the Tommy squad, perhaps even a 15 munitions cost. Currently, they negate all reason to go for Medics.
Other than that though, Commissar feels great! |
I mean that's just red flag, siren, defcon 1. Say you put it up vs the Ost P4, load the HVAP. You run into these stats:
Ost P4:
Target size: 22
Pen: 125/115/110
Accuracy: 0.05/0.0375/0.025
Reload: 5.3/5.7
Armor: 180
Moving accuracy debuff: 0.5
76mm Sherman:
Target size: 22
Pen: 220/180/165
Accuracy: 0.06/0.425/0.035
Reload: From 4.1/4.5 -> 5.6/6.0
Armor: 160
Moving accuracy debuff: 0.75
Oof.
Okay, well now I can see how the ability can cause problems. However, I think a bigger HVAP-specific RoF nerf would make HVAP useless because of the huge difference in DPS. Perhaps a nerf of the base RoF, since 76mm HVAP was historically very effective. |