The cost of vehicles is the combined cost of manpower and fuel cost, so one can not only take into account the MP cost and forget the fuel cost. The T-34/76 actually is very cheap compared to other mediums...
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Against medium tanks T34/76 is quite cost effective, where it is not cost effective is against heavies...
I have opened up a thread on the exact same topic yesterday. Thus your contribution will be more needed/relevant here:
https://www.coh2.org/topic/51916/a-radical-idea-to-rebalance-t-34-76
I guess you are arguing that the T-34 trades decreased Fuel cost for increased MP cost. This is a terrible trade-off to make for a late-game tank (T4 is all about late-game; it's not about early-midgame harassment. Also, what are you saving that fuel for? Teching? You already researched T4).
MP-inefficiency is even more crippling for an army:
- Where no fuel sinks are available (Panthers, Comets, KT etc)
- That has trouble finding scalable units to begin with
Thus:
- If you argue that 250 MP / 80 FU cost for a T-34 is too low, find an appropriate price for T-34 that has the same MP-to-fuel ratio as the other mediums (approximately 3:1)
- Now, trade off fuel-efficiency for MP-efficiency.
The end result:
- You just fixed T-34
- You might have also fixed Soviet T4 as well
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*semi-necro*
I' been abusing the hell out of this ability for the past few days testing Treadbreaker in automatch, for science. Out of the 10-ish times I tried the ability on good targets:
- I managed to make the ability fire 8 times out of 10
- I managed to successfully immobilize my targets 5-6 times out of 10 (accounting for misses, targets zooming out behind shotblockers etc)
- Even if the first shot misses, the second shot will slow the target for 5 seconds (i.e., I was wrong in my previous post on this thread)
The process I follow to make the ability work is:
1. Wait for the AEC to line the turret on the enemy target (and maybe fire)
2. Press "Stop"
3. Issue a move order
4. Immediately press "Stop" (again)
5. Activate the ability
6. Stand still, as you wait for both shots to fire
7. In the meantime, observe the ability tooltip. If it stays green-lit for too long, it means that the ability bugged. Press "Stop". Rinse & repeat.
(This also works for Smoke Shells etc 95% of the time, all the time)
It sounds complicated, but once you practice it for 4-5 times, it becomes automatic.
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You're trading half a minute of manpower for almost minute of fuel... cost correlates to time. Unless you're massively bleeding manpower due to bad engagements, you're not saving any time but instead decreasing the speed at which you can produce t-34's.
I mostly wanted to show the intention. Thus, I picked the numbers almost a bit at random. If I wanted to refine my idea it would be:
- Find the right cost that makes T34's cost efficient for the late-game
- Trade some MP off for Fuel (using the standard conversion ratio or whatever)
I am guessing that you're implying that 210 MP 90 FU would be a price that is better attuned to that goal?
In the hyper late game where manpower income is reduced but you're floating fuel because you haven't built anything other than an IS-2, sure that makes some sense. But that's really not the scenario we should be pricing the t-34/76 for.
Most T4 units in other factions are and remain relevant until the very end of the game (except for Brummbar which is non-meta). So, I thought "Since T-34 comes late anyway, hey, let's put something in there to keep it relevant until the very end at least.".
From my limited experience playing with Soviets (and watching other people play Soviets), I usually become more and more MP starved the longer the game drags on. And thus, regardless of how good of a map control I've exercised in the match up to that point, I never find myself able to use up fuel that I have accumulated.
Other factions that are strong late-game have mechanisms to burn off excess fuel, using a similar pricing scheme for their T4 units:
- OST: Panthers
- UKF: Comet
- OKW: Specialist Super heavies, P4, Panthers
By attaching a Fuel-to-MP conversion gimmick to T-34, the Soviet player will almost always have something to build on all situations.
1. Low on manpower? Throw a T-34 into the mix.
2. Low on fuel? Go for a support gun, engineers, infantry (whatever is needed)
3. Resource situation is ok? Buy/save for a specialist unit.
Options 2 & 3 basically mean "Play Soviets as you currently play Soviets" (because most people aren't building T-34's anyway). Option 1 adds a new avenue that will probably help us see more of that tank.
(The whole idea of trading Fuel for MP will become obsolete/have to be rethought if something changes to Soviet unit scalability that will allow them to bleed less to begin with).
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How about giving Soviets a unit that is both efficient manpower-wise and fuel-wise?
This is also a valid option. However, this might lead us to a new meta where we see nothing than T-34's spammed, 222-style. Especially given that T-34's can somewhat hurt both infantry and tanks (just inefficiently, currently). It might be fun for a while, but it will get stale and unfun pretty fast.
Also, this option might leave very little breathing space for T-34/85's. Ideally what we should aim for is more variety, not a meta inversion.
The whole idea with manipulating the price like that is to give Soviets a good way to spend their resources if they end up floating fuel. On a higher level:
- Axis will want to have to cut Soviets off the fuel, unless they want to be swarmed with T-34s
- Soviets will be able to spam armoured vehicles and still have MP remaining to buy supporting troops/weapons (in a similar way to the pre-rework float of OKW)
- The Soviet player will also have to make a strategic decision. Do I buy T-34's now, and potentially hurt my fuel reserves, or do I buy a different unit and put off T-34's for later?
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Being able to bleed manpower without any sort of tech cost is bad for the game. Especially when Brits already have very little mainline teching. (With most of their tech being optional stuff)
I completely agree with that statement. Also note that an early vehicle is also able to push units and make your units unable to fight. Thus, I also agree that all units should have some (even if token) Fuel cost attached to them.
Now, there are a few questions left to answer:
How the hell did we get to this point?
In the current meta, the new alpha male of early-light vehicles is the 222 (or its cousin, the 666). According to Relic logic for the previous patch, the 222 is worth 210 MP, 15 Fuel (or something like that).
Since the 222 can chase and consume unaware UCs with impunity (which may also be upgraded with expensive flamethrowers), the UC had to be made cheaper.
Now, why wasn't the same treatment afforded to M3A1 and Dodge? It's simple:
- USF Dodge is out-of-meta on a forgotten doctrine. Why stir up bad memories.
- M3A1 is in Soviet T1.
The UC is a bit.. special
- It requires the UKF player to tech in order to repair (Fuel delays teching -> no repairs -> no UC)
- The other option is to reach Vet1, which is unachievable before you get your first sappers out anyway
- Either UC upgrade are very costly already. Adding a fuel cost to the UC would deny anti-garrison capabilities even further.
- Yes, it's a travesty that the DPS of the default MG is superior to the MG that you have to purchase for 60 MU for the upgrade.
How does UC compare as a transport to Dodge/M3A1
- The UC has very poor mobility
- M3A1 has plain better MGs
- Garrisoned units can fire out of Dodge/M3A1. You can't do this when using the UC.
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Slight buff to MG. That's it.
This is an interesting idea, but let's think it through a bit.
First of all, I forgot to mention that:
- The DPS of T-34 MGs (Hull, Turret) is inferior to other medium tanks
- The T-34 cannot be upgraded with Pintle MGs (which can rotate almost instantly)
Having said that, DPS from MGs is inferior in many ways because:
- When moving, MGs suffer from both a moving accuracy penalty AND a burst length penalty (i.e., the T-34 will fire a short burst that will do jack-diddy to enemy troops)
- MG range is 35. This is equal to Panzerschreck range. At that point in the game when the T-34 comes out, I don't think it will end well for the T-34.
- Now, if you choose to suppress the Volks while dpsing them with the T-34 MG, guess what? Suppressed troops receive reduced accuracy bonuses (thus, your bullets won't hit them).
- If you choose to be running around like a maniac, the T-34 lacks pintle MGs which have easier time locking onto infantry.
I am aware that Miragefla proposed an MG DPS buff to T-34/76 for his mod. However, I am also aware that Volks Shrecks do not exist in his mod. Thus, in Miragefla's mod, the T-34 should have an easier time kiting infantry.
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I may be wrong but I believe the t34/76s moving accuracy is 50%, much worse than other mediums like the Sherman and Cromwell who are at 75%.
As a rule of thumb:
- UKF and USF vehicles have 75% moving accuracy.
- OST and SU vehicles have 50% moving accuracy.
Things get a bit mixed up for OKW though:
- Most OKW vehicles have 50% moving accuracy
- OKW panther has 65% moving accuracy
- HOWEVER: "Combat Blitz" (vet1 ability for Panther/Panzer4) increases accuracy by 100% (among other things). Thus, a moving Panther with "Combat Blitz" is more accurate than a stationary T-34. lol :3
I don't think the T34/76 needs any buffs. I think it is a fine vehicle. The only change needed to Soviet T4 is a slight buff to the katuyska, as it lacks the punch to support T34/76s against AT guns. Removing the downtime between salvos of the katuyska would fix a lot of Soviets lategame non-doctrinal problems.
This is an interesting proposal for the Katyusha. Buffing the Katyusha to other rocket artillery levels would be one way to mitigate the effects of Pak-walling and Volks-blobbing (both of which are a bane to T-34 aggression), so that T-34s have an easier time to maneuver.
However, I don't want to see artillery overbuffed, as it will turn 4v4's into the arty-fest wasteland everybody loves to poke fun at
My idea behind making T-34/76's MP efficient is to give Soviets some of that late-game MP float that OKW is usually accused of. Since Soviet infantry doesn't scale well enough, something ought to give way and create some breathing space for late-game Soviets.
Thus a Soviet player can spend their resources to bring on T34's as the meat of their army, and also have some MP to spare for the odd infantry squad/support weapon if needed.
give T3476 stats of Cromwell and adjust price. Problem fixed. THis will be real T3476
This is an option. However, I am not sure people are very happy about Cromwell spam already. (probably it's tolerated because the alternatives are Comet spam or Emplacement spam). Thus, I didn't want to replicate the "success story" of Cromwells in a different faction
Btw, bear in mind that the Cromwell receives several other side-benefits that make it even better than the mere sum of its stats:
- Smoke shells
- Sappers > Combat Engineers
- Choice between Warspeed or lightning-fast repairs
EDIT:
Also, I am not sure what state this would leave T34/85's at. I would like us to reach a state where both 76's and 85's are viable for their own niche; I don't want to see a meta inversion.
All I can say about OP's idea is that the suggested change or a similar one would be a dream for soviet industry doctrine, might be a balance
I am already aware of it (Caveats). However, I really don't know of a way to fix that conflict without changing/removing that ability. Examples:
- Drastically increase the cooldown between drops (so that you can't get too far ahead)
- Change the conversion to Manpower-for-Fuel (thus, if you want fast T34's you kind of negate the advantage the new design gives you)
- Make it a copy-paste of the similar OST ability (similar reasoning)
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TL;DR:
- Problem: T34-76 is extremely MP-inefficient, given its late arrival.
- Meta-Problem: Soviets can't trade efficiently MP-wise in extreme-late game. Unless they pick one of the few valid late-game doctrines
- Meta-Solution: Give soviets a unit that is efficient MP-wise. But make it inefficient FU-wise, so that it can't be spammed too much.
- Let's assume that T34-76 currently performs like a 250 MP / 80 FU unit (debatable)
- Alter the cost of T34-76 and make it cost something like 210 MP / 100 FU (again, subject to debate)
This one doesn't need a very long introduction.
1. T-34 is currently UP
This is because of:
1. Its late arrival and
2. Its inefficiency MP-wise:
- When compared to other medium tanks that come earlier, and
- Especially when compared to late-game machinery of other factions (Allies and Axis), which are de-facto MP-efficient.
AI performance:
- Terrible scatter (horizontal and vertical).
- Slower reload speed.
- Inferior MG DPS (Turret, Hull) to other medium tanks.
- Unable to upgrade pintle MGs.
AT performance:
- Slower moving speed than peers (with Blitzkrieg factored in).
- 50% moving accuracy penalty (like most Axis tanks).
- Gun with the lowest penetration.
- Slower reload speed.
In short, T-34 is plain terrible in all fronts. Even more-so its late arrival. I don't think that its true performance has been really taken into account when pricing the unit.
2. (ignoring teching) T-34 should probably cost around 250 MP / 80 FU
If you compare the T-34 to other medium, generalist tanks:
- Generalist medium tank (Panzer 4, Sherman, Cromwell) MP-to-fuel ratio is around 3:1
- By the time T-34 becomes available, we have Panthers, Comets, etc (MP-to-fuel ratio is 2.8:1)
- The MP-to-fuel ratio for T-34 is 3.75:1
The 250 MP / 80 FU value I picked is arbitrary, but I based it on the following observations:
- Most people will agree that 80 FU is a good price for T-34 (you get what you paid for)
- Most generalist tanks' MP-to-Fuel ratio is 3:1
- T-34's can be still be used to drive over infantry, even if their guns suck (AKA the M10 effect).
3. What would happen if we priced T-34's at 210MP / 100 FU?
(This price is completely arbitrary; The lower bound is that the T-34 should not cost less MP than the T-70. I am open to suggestions though.)
The procedure behind picking the price is the following:
- Find the right MP/FU cost for T-34's (e.g., 250 MP, 80 FU)
- Convert some of the MP cost to FU, using whatever conversion ratio is considered the standard for late-game.
If we gave T-34's a decent price, Soviet players might eventually start building them without shooting themselves in the foot.
However, that's not good enough:
- T-34's become available too late in the game. The opposition already has better MP-efficient tanks on the field.
- Moreover, even a cost-efficient T-34 will not be able to keep up with doctrinal (sometimes no-tech) options that are more micro-efficient. Thus, pricing T-34s appropriately will not deliver Soviets from doctrinal dependencies.
- Finally, what is the reward to the Soviet player for teching all the way to T4? The Katyusha and the SU-85 are both great, but they are severely outclassed by their counterparts.
Idea: what if we made T-34's very MP efficient, at the cost of making them fuel inefficient?
- Soviet infantry (even Maxims) just doesn't scale into the late game.
- Soviets will require some unit that is efficient to recoup some of the MP bleed that is unavoidable. Let's give that role to T-34's.
- In order to prevent spam cheese, let's make T-34's cost more fuel, so that only players with good fuel control can exercise that option.
- Bonus: It gives Soviets a stronger incentive to capture fuel for themselves rather than to solely deny it to OST/OKW.
4. Why offset some of the MP cost to FU cost?
Currently, if you find yourself floating fuel late-game as Soviets, odds are you will never be able to use that fuel.
By attaching a Fuel-to-MP conversion gimmick to T-34, the Soviet player will almost always have something to build on all occasions.
1. Low on manpower? Throw a T-34 into the mix.
2. Low on fuel? Go for a support gun, engineers, infantry (whatever is needed)
3. Resource situation is ok? Buy/save for a specialist unit.
Options 2 & 3 basically mean "Play Soviets as you currently play Soviets" (because most people aren't building T-34's anyway). Option 1 adds a new avenue that will probably help us see more of that tank.
Besides, all late-game capable factions do the same to some degree (for their late-game units):
- OST: Panthers
- UKF: Comet (ever noticed that Churchill-based builds tend to sag a bit?)
- OKW: P4, Panthers, Heavies (KT, Command Panther, JT, etc)
5. FAQ (Why not...)
Q. Why not move T-34 back to T3. Wouldn't that solve the problem with the T-34?
A. In that case we would get to see:
- There would be an overlap between T-34's and T-70's, and most likely the T-34 would phase-out the T-70.
- T-34's will be rushed. This might, or might not create balance issues.
- T-34's would still not be built in the late game. For the same reason nobody builds T-34's in the late-game.
- It still doesn't answer the following question: "Why would somebody ever tech to T4, if you only get the Katyusha and the SU-85?". Thus, trapping the Soviets into the current doctrinal dependencies.
Q. Why not move T-34/76 to T3 and add T-34/85. Wouldn't that solve both the T-34/76 issue and the T4 issue?
A. Perhaps it would. However:
- It would not give Soviets something truly special for teching to T4 (just a shoddier version of OST T4).
- What do we do with those 3 doctrines whose main selling point was the T-34/85?
Q. Why not fix (X, Y, Z) about T-34, but not touch its price?
A. Reread section 4 carefully. Soviets simply lack fuel-sink options that other factions get from their T4. There is no point in having units in T4 that are extremely fuel-efficient, since there is no more teching to be done. You can't use that fuel!
6. Caveats (Soviet Industry, Lend Lease, etc)
If 210/100 T-34's become too spam-y, we have the following options.
- Bundle T-34's into pairs (420 MP, 200 FU for 2 T-34's) or triplets.
This suggestion might favour resource conversion doctrines too much (Lend Lease, Soviet Industry). Maybe propose a way to limit these gains?
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Infiltration units OP
Possibly. Haven't played enough lately to have much of an opinion on them strength-wise but some maps have a shitload of buildings all over the place and they make it too easy to harass. The answer isn't insta robbing the player that called the unit in though, its increasing the cooldown, or cost, or combat effectiveness, or something of that nature. Two wrongs don't make a right.
The reason why infiltration units (Falls) worked in CoH1 because you had to purchase an upgrade before they got access to their weapons (FG42, incediary nade etc). This delayed the aggressor from making full use of the "free flank". This has been partly replicated on ONE infiltration unit in CoH2 (Stormtroopers).
However, for the outstanding majority of infiltration units in CoH2, when they spawn, they instantly have access to their full capacity. This includes:
- Ultra-high DPS weapons (short-range, long-range or any-range)
- Sniper rifles that kill units below 75% HP
- Tank-snares
- Panzerschrecks
- Mini-nuke grenades
- Stun "free-wipe" grenades
- You-Name-It
This completely nullifies good positional play, and gives the aggressor good, high-capacity flanks for free. It becomes problematic in city maps since there is no cost-effective way to destroy/deny buildings (muni-wise and micro-wise)
- Flamers have been bugged for a few months now (and not every faction has access to them)
- Satchels/etc are on out-of-meta units
- It takes forever to destroy buildings if you try to ram them with tanks/use their weapons
- And, of course, you need to do this on every single house, shed, watchtower, etc in the map to be safe.
Mine-wipes are ridiculous. Door-mines even more-so. However, I would like to see a scalable way for all factions to rein infiltration units in whenever mines get fixed.
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I don't think that either change will reduce maxim/emplacement spam.
Maxim Spam? Feels like band-aid.
- There's simply no other alternative for Soviets. Thus, it will be slightly-less efficient Maxim spam.
Emplacement Spam? Feels like smokescreen.
- Sure, one of the abilities was nerfed, but that was the least potent one to begin with.
- Standfast & Repair Assembly untouched. (the real culprits in 4v4s)
- Counterbarrage is still there. (the big culprit in 1v1)
Shock Troop's RG-42 Grenade now damages buildings and does full damage to units inside buildings.
That's good news! The game's crappiest grenade by a huge margin will now be the game's crappiest grenade by a smaller margin.
Fixed an issue with the comet tank projectiles.
Uh oh! Comet projectiles were working just fine ever since the last major patch (was a ninjafix). I hope it doesn't break anything.
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