Churchill's in a weird spot as a veterancy feeder that also gives no damns if its flanked since its low armour is compensated by its high health pool. It lacks proper firepower and mobility as well. It also costs quite a bit and for some reason is more population than a Panther.
I like the idea of a meatshield/shield but:
-Company of Heroes 2 AT lethality is high and in the late game double ATGs are common and will strip quickly HP from even the mightiest of tanks.
-Unless you can do something, you just eat shots. Churchill's not threatening enough with the grenade being fixed and no longer being a nuke and has a slow rate of fire.
-You can probably ignore the Churchill for the most part and shoot at the glasscannon units.
I'm wonder if giving the Churchill some sort of aura would be an idea, either passive or timed. Not to improve effectiveness of units, however. Instead, a de-buff that would hinder the enemy and weaken their effectiveness. It could maybe work on both vehicles and infantry and would force units to shoot the Churchill to get rid of the de-buff. This indirectly makes the Churchill harder to kill indirectly as well as nearby forces which it should be supporting.
I'm not sure what sort of de-buff we'd be talking about, that's my idea aside from a few suggestions of increasing armour so it can deflect, but reducing health.
I am not in favour of aura units, for many reasons. One of them is that they scale too well in larger modes. Even if you confine the bonuses to work only for the owning player:
- Standing armies in these modes are bigger, and can be more specialized
- Most players' forces are clustered around the same area
Thus, the benefits of any aura unit would be massive.
If a pure-meatshield Churchill wouldn't work, I would prefer a buff in one of the following areas:
- Increase Churchill's utility. (e.g., decrease smoke penalties; not sure about cooldowns). In order to make Churchill work, it requires a lot of support from the rest of your forces. Churchill gives no utility back in return. If Churchill had access to White Phosphorus/Smoke shells, that would be OP as fuck (also because the player will not be exposing the Churchill to danger). We could reduce/remove smoke penalty as a way for Churchill to really support advancing troops/flanks.
- Improve Churchill extreme-close-range lethality vs something. This could be as simple as one of the following:
- Reduce the cooldown of grenade toss at higher Vet levels (grenades are -really- the main gun of this tank, and they cost munitions).
- buffing sten gun's extreme-close DPS vs infantry. That way, the defending player has the choice of ignoring the Churchill for starters, but he can't ignore the Churchill forever, as it will eventually close the distance to their infantry/support guns. You could make crew-defense a pay-to-activate ability (e.g., pay X munitions for Y seconds). That way you can't spam Churchills into victory.
- An alternative idea would be to increase Churchill gun penetration to 200-ish for ranges 0-10, but that wouldn't work out as well (everything is faster than the Churchill, except for KT, and you don't want massed Churchills countering KTs. or do you?)
- If you want to go for something over-the top, you can make Churchill crew start tossing out grenades out of the side-hatches at Vet3, Comet-style. I don't recommend this though
- Shake up its Vet (engine-repair) If the engine-damage-negating perk at Vet3 would come any sooner, I would definitely see Churchills being used more aggressively to smash pak walls. Currently, it takes too long to reach that Vet level, and you don't want to be risking your vetted tanks like that after you attain that level. Thus, I don't don't see that perk being useful in a tactical sense (it's more of an oh-shit option).
320 armor (panther)
1280 hp (king tiger)
510 mp 185 fuel
16 pop (panther)
there.
That + removal/reduce moving speed when using smoke, I would already see Churchill being a high utility tank, since it can create a long lane of smoke for your forces (with removal of the speed penalty, the lane will be lengthened):
- A tank column could go through safer
- Heavy Sappers, whose speed is reduced to a crawl when attacking/being attacked would have the opportunity to reposition to better cover mid-fight
- The fact that most useful abilities (grenade, smoke) cost munitions means that the benefits will not scale that well if you spam the unit.
- Vs late-game tank destroyers, the Churchill could reverse itself into battle. However, since the gap between front and rear armour is now bigger, there is, now, actually a tradeoff to make.
The question is what is a fair price for a tank with those stats?
I would say churchill should have less HP but compinsate it with armor, rather then compinationg huge HP with bad armor. Give it like 800-1000 HP, drop fuel cost, but increase frontal armor dramaticly.
The main problem with the Churchill currently is that it doesn't pay off to keep it alive. You are better off freeing popcap for something else as the game progresses.
With that speed and the fact that the game has Elefants/JTs/Pak43/Schreck deflection damage, that would make the Churchill even worse off than it currently is. This will exacerbate Churchill's late-game relevancy issues even further. To give you a concrete example, the KV1 has better armour than the Churchill, and about 800 HP. It's just terrible.