The only idea I can throw in is to make an under used ability more used, change scavenge to give 10% of the units fuel cost in return and change thorough scavenge to give 20% so scavenging a centaur will give 10 fuel and a IS-2 will give 23 or 20/46 with thorough scavenge. I think scavenge was one of the things to offset the fuel income but I don't see it doing enough since the most I have used it in a match was 3 time so 15 fuel.
Other wise I like a lot of things I see in the thread but I would like for them to be more unique, people want volks to be like rIfles being your early and endgame infantry despite having obers being available even if they aren't enough right now. I think they can work with a reduced income, 5 vet, and trucks they just need to be adjusted to certain levels, perks can be introduced and mechanics can be tweaked. Carlos's ideas do look like a good start. |
I would like it better if auras turned more into a focus and give one unit the buff and it has to be maintened on them but since only one unit gets buffed the effect can be stronger. |
Thread: Centaur7 Nov 2015, 15:47 PM
I had a game with the brits and ostheer today and I still feel that the centaur preforms better the ostwind, not dramatically like before but its noticeable it may be more consistency then performance. I also tested that with the centaurs vet 1 strafe you can clear an at gun frontally faster then you could prepatch with auto attacks if you make the area super tiny, not sure on its effect against clumped AT guns but I cant imagine it being too different. |
Thread: Centaur7 Nov 2015, 07:40 AM
I find that the Centaur preforms better than the ostwind as an anti infantry unit however they seem to have different tactics that each one excels at like hit and runs, flanking or just sitting behind infantry and killing. As of now the centaur is in a good spot and I dont want to risk any changes that will make it like before. |
I thought in the last patch the bugged recon riflemen were fixed, might have to look at it again.
I do not know about the soviet redesign but the recon one looks good, the ostheer one looks like it would be overshadowed by ostruppen as it looks similar to it.
I think a good start to fixing Ostheer commanders would be to change their ambush bonus back to the damage bonus instead of accuracy since testing it recently you dont get a lot of firepower out of the 5 seconds it lasts. Also change how G43s behave on panzergrenadiers its confusing for me when to upgrade those.
Sadly with new commanders and expansions coming out old commanders have been left in the dust recently with old technology like abilities that not only provide a buff but also call in an airstrike at the same time (hold the line) or do artillery and drops a falls squad (luftwaffe).
|
I agree and disagree with some of the things posted here but overall this was very well thought out and doesn't sound like someone asking for everything to get nerfed/buffed
Flames
Like everyone is saying flames on mainline infantry makes it too out of hand, they are AoE weapons and having so many of them causes them to scale massively in huge infantry fights. On a 1v1 scenario though they seem to be fine on infantry it is not like we are seeing Piospam from CoH1 so leaving them on engineer units is fine to me. When it comes to tanks I think throwing ALL of the flame tanks into commanders kind of ruins the flow of the game, instead throw them into the tech buildings like the Sherman Croc. Since all of the flame tanks require no tech to get it does not make much sense to have them clear AT guns (something else that requires little tech) like no tomorrow, if you throw them in a T3 or T4 building then it would make more sense because you are teching up to break through the AT gun wall instead of turtling out.
Indirect Fire
I actually like this change to all the light artillery, the only issue I see with a very accurate and already fast barrage is it can cause similar issues to squads getting one shotted in that your squad got 3-4 shotted in a few second. This may be a little off topic but I think shells in general, tank and artillery, should be more accurate but come with less AOE so we do not have cases of miss, miss, miss, squad wipe and make it more 1 model kill, miss, 1 model kill, 1 model kill.
Squad Upgrades
I can agree with squad upgrades being a no brainer, but keep in mind that you are spending munitions on something that is permanent. If we are going to overhaul the whole upgrade system then we should allow at least expensive upgrades to be straight buff, something like 100 munitions or more for an upgrade of that sort and cheaper ones to be more focused so combined arms is more encouraged since it will be easier but having a dominating army will require you to have a dominant amount of resources or for you to forego other munitions based abilities.
Loiters
For all plane based abilities I think the power of AA just needs to be increased to the point where loiters just get shut down after a short amount of time, but to return some power we can allow the planes to arrive faster which will also create incentive to build these units. I have had a Flaktrak or the american AA truck on the field coincidentally when these planes have arrived and I felt like I didn't even notice them at work until I gave up the field for these planes.
Abandons
I have no problems with abandons being removed or made worse in any sort of way like some have said give it every single critical you can (turret destroyed and immobilized) so you really have to fight for it as opposed to someone stealing your Sherman then starts kiting your rifleman away while blowing them up. A whole free unit based on luck really can turn the game. I mean its not like we take the enemies wounded throw them into our barracks and force them to fight for us.
Overall though great discussion on this |
After some games today I feel this is an issue as well, I think to remedy this it will need to be a combination of making sturms/obers more viable through stat adjustments and veterency rescaling on top of some small allied vet nerf. All of these will be done in small amounts to not make the usual snowball effect of triple nerfs, wont overwhelm the SU and will help the Ostheer with the lategame infantry fights. The constant buffing of volks will just lead to more volks spam if the alternative is still less attractive and everyone seems to be against volks spam despite wanting them to be better. |
I think the main issue with streamlining everyone's flame damage is on infantry squads there are other squad members to put out damage like the strums, rifles and even combat engineers paying the fuel and popcap for units that will deal the less overall damage as an infantry counterpart won't make much sense |
I feel like nothing really separates this flame tank from others, on top of giving flame tanks maybe 14 dmg the hetzter could probably have the most range out of the three since it is a turret less tank it exposes itself a lof to get flanked when using it, maybe ~50% more. |
I think the only thing the PIAT would need is increased projectile speed, it still might have difficulties with lighter vehicles due to their speed. Against a tank, except when it can blitz out, it should have a chance to hit depending on the scatter. Or if PIATs are going to be left alone the firefly should be more of an AT tank then a massive munitions sink. |