The general idea of raising manpower is good. However, the idea can be refined a little bit.
Simply raising the manpower this will prevent light vehicles from being used at all in the late-game (thus, depriving the respective armies of their utility).
This is, sort of, how we never see m3's or M20's built at all at that phase; their manpower cost is simply too prohibitive relative to how fast these vehicles can be nuked out of orbit. At the same time, reducing the manpower cost of those units simply calls for Cpt.Molo to get back from retirement.
How about we instead have:
- Change Light vehicles cost, so that they cost an-arm-and-leg if rushed (Hector's suggestion)
- When the player techs up to full (all tiers etc), the price (especially the manpower price) of light vehicles drops down significantly, to T-70 levels.
The same fix can be applied to non-tank vehicles (such as M20, M3, etc, etc).
The problem with getting an early pak is that 340 manpower is extremely crucial in the opening phases of the game. However, over the course of a long game, you will be getting some AT anyway. Thus, light vehicles won't be as powerful.
(the other thing that needs to be fixed about LVs, though, is them wipes-on-retreat)
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You have a great idea that improves the QoL aspects of the game? Please, drop your idea here:
https://www.coh2.org/topic/57860/some-qol-suggestions
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https://www.coh2.org/topic/57860/some-qol-suggestions
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Post History of Mr.Smith
Thread: Hector´s way of fixing light vehicles and call ins16 Oct 2016, 18:29 PM
In: COH2 Balance |
Thread: Relic wants your vote about balance13 Oct 2016, 19:46 PM
There is a call-in for all purpose. When was the last time you saw a non call-in commander used in 1v1? Call-ins are lame in that they let you skip tech and still have an advantage. Sometimes you used that advantage to recover. Othertimes you use that advantage to completely crush your opponent, if they didn't pick a commander without one. Do I need to explain the advantage that a Tiger call-in gives over somebody that teched to T4 to get a Brummbar? Relic did it just fine back then, when they put T34/85 or E8 into the main doctrine. Both tanks are cost efficient enough that neither doctrine vanished into thin air. They don't need to reinvent the wheel. They just need to be consistent with all the other doctrines. In: Lobby |
Thread: Relic wants your vote about balance13 Oct 2016, 14:23 PM
It's quite simple. If you are at T2 and have the Mechanised Assault commander, you have 2 options: - Tech to T3 and buy a P4 - Buy 2 Stug-E's right off the bat I am not a fuel-fetischist, so I will talk to you in terms of Manpower: The first option costs 640 manpower The second option costs 400 manpower(for 2 Stug-E's) For comparison, the manpower cost of a tiger is also 640. (the respective fuel costs are 230 and 140) No-tech call-in cheese is the game's way of letting you buy your first Tiger at at the same cost it would take you to make your first P4. If you believe that no-tech call-ins somehow enrich the game: - When was the last time you saw somebody tech T1-to-T4 and actually win a game? How much do you have to outplay your opponent to actually pull this off - When was the last time you saw somebody shun call-in-free commanders in competitive play? - You mention comebacks being impossible without no-tech call-ins. Wouldn't light vehicle meta also happen to be the same reason you were knocked out in the first place? Without the mechanism that will cause such drastic knock-outs, the game no longer requires a mechanism for such drastic come-backs either. I have no idea, why you still are so mad about the USA mortar. In my humble opinion, yes, the OST mortar is significantly better than Soviet mortars. However, the performance gap between the USF mortar and the OST mortar is enormously bigger than that of the OST mortar and the Soviet mortar. I would, sometimes, consider picking 2 soviets mortar instead of 1 OST mortar (assuming I don't mind about popcap). However, I would never trade 1 USF mortar for 2 OST mortars. The raw stats are just that good. Then, there's also the question of respective army compositions in the early game. In: Lobby |
Thread: Relic wants your vote about balance13 Oct 2016, 13:22 PM
No-tech call-in spam + light-meta rush are heavily intertwined and are a race to the bottom, basically. If you don't do both you will be at a severe disadvantage to somebody that abuses both. Even if you ignore the massive fuel cost difference, the other options actually would cost you a decent amount of manpower: - Teching up - Buying the AT necessary to counter an (240MP-ish) light-vehicle While you are being suckered in, your opponent is benefiting from a massive discount in manpower costs. Since manpower shortage leads to loss of field presence you are basically throwing the game. If the opponent's full-meta playstyle is making teching prohibitive for you, of course you need to buy into a call-in commander. That's why we keep seeing the same 3 Ostheer doctrines day-in day-out. If you think that faction X (say Ostheer) should be somehow exempt from these rules try playing USF against a decent Mechanised Assault Ostheer player with the following limitations in your playstyle: - No stuart - No call-ins (until you have teched up) - (no mortars, obviously) If the player is any decent at all, you are going to see how a full-meta Ostheer can faceroll over any non-meta USF strat. This is why all of the bullshit needs to be washed away at the same time. Not just parts of it. Call-in doctrines and light vehicle over-dominance are the whip that's forcing every player to go for the same copy-paste build-order game-in game-out (mostly because there's only 1 decent light vehicle per faction). In: Lobby |
Thread: (Mr.Smith's) Quality of Life mod12 Oct 2016, 20:35 PM
There's no consensus about what the mortar should look like. I think I would be more inclined to copy-paste the stats that Miragefla posted: - There have been so many people that have playtested the mortar in his mod. If something was so glaringly wrong with it, he would have fixed it. - There is no excuse for having USF get a better mortar than either OST (obvious reasons) or Soviets (USF at least gets good, versatile infantry) - It seems the only set of proposed changes that has an actual chance of keeping Pack Howitzer/MortarHT relevant; at least as flavor units I'll try to include these changes in the next release. USF mortar is such a huge downer for everyone; including the most hardcore of USF fanboys. Nobody wants an easy win. |
Thread: Miragefla's December Balance Mod Additions12 Oct 2016, 14:01 PM
Note that the snipe-utility of JLI (insta-killing of models below 75% health) and the tendency of PGren STGs to damage more than one target at the same time will make the upgrade extremely potent. That's not a bad thing though. Currently, the G43 upgrade for PGrens (and Stormtroopers, when compared to Stormtrooper STG) is a straight downgrade for all ranges. If PGrens are to get a snipe-capable G43 (which is a good idea), it's probably best if PGren G43 suffers from moving accuracy penalties (i.e., unlike Grenadier G43). Bring it on! |
Thread: [SOV] Guards Motor Commander12 Oct 2016, 09:00 AM
What he said. IMO, the thing that makes Penals so bullshit is the fact that they can upgrade flamers without losing their long-range DPS. Basically, that's Rifle Company v2.0. That's because there's no single place you can put your MG so that it stays safe: - Garrison? Toasted. - Heavy cover? Toasted. - Yellow cover? Shot and burned. - No cover? RIP. In bigger game modes, there's absolutely no way you can stop a Penal horde with MGs (plural). Even with ambush camouflage MGs, you can maybe force a retreat a few times. However, at some point they are going to overwhelm you, and recrew the MG with a 6-man Penal crew. Then, you are going to have a really bad time. In: COH2 Balance |
Thread: (Mr.Smith's) Quality of Life mod12 Oct 2016, 07:26 AM
I was wondering, what is your opinion on infiltration units all having to upgrade their weapons? Initially I thought about giving all infiltration units pistols, requiring them to upgrade their weapons (for free), etc. That would be a bit complicated to do, but I think it might be doable. The thing with infiltration units, currently, is that it requires not even a hint of pre-planning by the attacker: just pop a unit out of nowhere to get your free snare, and that's it! But, then, I thought that, perhaps, it's simply enough to just delay the spawn. If somebody is camping hard, you can still rely on infiltration units to create a flank. However, now there's a risk that the situation when the unit pops out is no longer the same as what it was when you summoned the unit. i.e., now it's also the attacker that has to adapt to an evolving situation, not just the defender. With the new changes, I envision that stormtroopers and fallschirmjaegers will have the edge over other, less generalist infiltration units: - fallschirmjaegers can be considered generalists with their nade, faust and small arms DPS - stormtroopers can, theoretically adapt their loadout after they have spawned. This is unlike, say, partisans. I really don't want to hit call-in units too much, because some doctrines (especially Luftwaffe, Encirclement and Partisans) really hinge on these units. One thing I might do, regardless, though, is give all abilities a 5-second cooldown after spawn. PS: I'm not sure if this is just my impression. However, the new squad formations I gave to all squads make JLI/Fallschirmjaeger/Stormtroopers rather difficult to use camo. However, rather than give them back their terrible squad formations of yesteryear, I might give them a short lingering camo (like 1 second). |
Thread: (Mr.Smith's) Quality of Life mod11 Oct 2016, 22:25 PM
New minor version out: v0.102: Infiltration unit changes: - 20 second delay between command and unit spawning - Infiltration units now cost 10 times the reinforcement cost of their models to call in* - JLI/Falls have Pathfinder-like stationary camo at vet0 - Stormtrooper Vehicle Detection only detects vehicles now *Exceptions: - Sturmtroopers (they have to buy their weapons) - AT Partisans also cost 70 munitions Tank grenade throw: - Automatic grenade throw replaced with manual throw (Pershing, Comet) - For Comet, this means that the grenade throw only becomes available at Vet3 - All grenades nerf-buffed to precisely Mills Bomb level (Comet, Pershing, Sturmtiger, Churchill) - All grenade use Pershing slow-moving nade speed - All grenades can be thrown on the move - Cost increased to 25 munitions Additional changes for Anvil Churchill: - Slight buff to Vet1 Sten guns (moving accuracy) - Smoke projector now reduces speed by 30% (instead of 60%), and costs 25 munitions (down from 30) - Popcap to 16 Base sector and off-maps: - All off-maps banned from base sector - This includes Major and IR Pathfinder artillery Emplacements banned from base sector You can read the full list of changes in the OP |
Thread: (Mr.Smith's) Quality of Life mod11 Oct 2016, 10:57 AM
i will definately try this new squad formation today ! I actually forgot to try the 5-pop conscripts. The thing with popcap is that all values have to be integral, otherwise there might be issues when calling tanks in: - If you recall, USF had issues where calling in the Pershing tank sometimes took the money away but spawned no tank If I were allowed to change soviet popcap to 120, I would do the following: - Conscript remains at 6 popcap - Zis and Maxim guns now get popcap equivalent to OSTheer. This means that maxims now cost 8 popcap - Penals go to 8 popcap - Guards/Shocks might get to 9 popcap - T34 goes to 12 popcap - SU85 goes to 14 popcap etc The idea, here, is that assuming I can't change Conscript popcap: - I increase max popcap by 20% - Inflate every other unit's popcap by 20% - Adjust MP upkeep to scale according to the new popcap ... this is functionally equivalent to reducing conscript popcap to 5. Except for the fact that 1-man conscripts will not cost 0 popcap. Thus, whichever compositiion was possible popcap changes, it remains the same. PS: I am thinking of trialing a nerfed USF mortar for the mod. USF mortar stats must obviously be a bug. |
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