Range stays.
Offensive bonuses refer to the following bonuses that the units get and turn Ostwinds into wipe machines:
Reload: 0.8
Cooldown: 0.5
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It's not possible to limit picked-up weapons to 1 (Vickers-K), without making them trash (e.g,. 1 gun takes 2 slots).
We have to find a solution for double-wielding Vickers-K anyway to keep them good but not OP. If a solution works for Vickers-K, then an identical solution will also work for Bren guns.
Tweaking accuracy values is the just the best way to tweak DPS curves without shooting yourself in the foot.
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Sturmpanther said you were the one to ask on this: why was it decided to lower the 120mm mortar's crew size rather than just make it decrew at 1 man like all other mortars? The rationale behind the change makes complete sense but it seems like an odd way to implement it to me.
That's because we don't know how to implement the latter. Decrewing would have been the better option.
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Cool changes! Nice to see it still being patched. One concern though.
"Panzergrenadiers are being given increased versatility; cheaper and more accurate panzerschreck will allow an alternative to the Pak40 that can support assaults with smoke grenades.
• Now have access to the Model 24 Smoke Grenade"
Please tell me the the Bundle Grenade and Smoke grenades share a cooldown so they can't smoke off and instawipe a HMG with the nades.
Good catch, but yeah; PGren Bundle nades, Stun nades and Smoke nades now share a common cooldown for that.
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If anything this would be even more of a nerf to Panther - slower and higher HP (cough cough Churchill) doesn't really do much in the game. A slower Panther is just fodder for TDs and more HP doesn't help at all because of the high Pen Allied TDs have.
If the Churchill also had 50 range and 240-ish penetration, like the panther, Churchill spam would be the only thing you would ever see in the lategame.
The problem with Churchill AT is that its penetration is too pathetic, that it needs to flank to deal damage, and and it can't flank with that speed.
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The biggest culprit is the insane clustering of target sizes for medium/heavy tanks, which is also what makes pakwalling so insanely effective.
While I mostly agree with the suggestion, you should keep in mind that the size of a King Tiger/etc is 26, whereas the size of a typical medium tank is 22-23.
That's like like a measly 18% accuracy bonus for TDs to shoot against Heavy Tanks. That amounts to nothing, if you account for the fact that there have to be deflected shots (because 100% penetration is as BS as 100% accuracy), and the fact that heavy tanks need to have a significantly higher health pool than medium tanks.
The second most important culprit is that accuracy declines linearly. For most tanks, the accuracy difference of firing at max range to firing at point blank is in the area of 40%-50%. Since people wouldn't tolerate point-blank misses for any tank, generalist tanks have a near-certain hit chance at point-blank range, and pretty decent accuracy at far. And then, specialist tanks have to be even more accurate than generalist tanks at all ranges, which is probably why you get the hit chances that you do.
So, I'd just fix target sizes to account for the fact that lighter armour is more mobile (thus more difficult to hit) than heavier armour, and punish the medium-far accuracy more than near-far.
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The solution you are looking for is something like this: https://www.coh2.org/topic/62816/modifying-veterancy-system
Basically you have to put a hitpoints check on the target of every possible weapon.
I can't really think of a different way to solve this.
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Note that if you mess with experience rates for the Crew and Vehicle, your experience levels will fall out of sync when you decrew and recrew your vehicle.
That is because the experience level of the recrewed vehicle is determined by the experience level of the crew that just manned it.
So, I don't know of any way to solve it, which is why USF vehicles don't benefit from shared XP.
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Pathfinders are really squishy, to the point where they make Grenadiers look like uber-tanks, and will lose models fast.
Each sniper rifle counts as a slot item which may end up displacing more valuable slot weapons (e.g., bars). If, somehow, your enemy fails at focusing fire on Pathfinders, then perhaps 2 sniper rifles & 2 BARS might be good. For any other case, you're better off with Recon Pathfinders.
Also, Airborne pathfinders don't have offmap strikes, so, the choice between the two pathfinders is trivial.
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The problems all start with current LMG design that requires A-move level micro and have super-good reliability, due to their rate of fire.
The moment LMGs can reliably mow down advancing troops at mid-to-long ranges, short range troops cannot afford to start losing close-range fights due to RNG.
Thus, close-range troop short-range DPS cannot be RNG. Given that there are not enough parameters to control the distribution of DPS in other ranges, this forces long-range DPS to also not be RNG for such troops. Since powerful LMGs are available to even the cheapest and most spammable mainline infantry, there have to be effective counters to it.
Ideally, if damage could also be affected by range, we could have made Conscript DPS more reliable at mid-close while keeping it unreliable at far. However, that is not feasible with the mod tools. Also even if it were feasible in the mod tools, any modification to DPS curves would require orders of magnitude more testing than the one we could pool together.
The big shame, imo, is penetration curves for tanks which are mostly almost flat. Ideally, you want to incentivise tanks to close the gap to get penetrating shots, rather than force tanks to rely on RNG rear-armor hits as they currently are.
Squad-combat wise, there is still a lot of RNG in the game when it comes to model drops for squads that don't carry slot items.
Hopefully in CoH3 relic will not carry over current LMG design, or keep penetration values through the roof, and then you can have some meaningful RNG.
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