Just to make absolutely sure I'm not being misinterpreted.
1) Currently (with bugged Anvil & Vet-Piñata Churchill), there is absolutely no reason to go for Anvil (ok, maybe repair speed for teamgames). This is a no-brainer.
2) With fixed Anvil &-Vet Piñata Churchill there will be good incentives to go for Anvil (the abilities I listed). However, Anvil Churchill will still be doing more harm than good if fielded.
3) With fixed Anvil & Reduced-Vet Churchill (the proposed change), Anvil will be at least as viable as #2. It will also be possible to field a Churchill without shooting yourself in the foot (in my opinion).
I expect that we will soon get to state #2 (fixed bugs, someday). However, I foresee an issue that is already present (Vet Piñata) which will remain present. Thus, I am campaigning for option #3 here.
Going Anvil does not mean that you HAVE to field a Churchill. However, with the proposed change, it will become VIABLE to field a Churchill in certain situations (doesn't have to be ALL situations -- doesn't have to be the first tank you rush, either).
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https://www.coh2.org/topic/57860/some-qol-suggestions
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Post History of Mr.Smith
Thread: Anvil Churchill could use a SLIGHT buff8 Mar 2016, 16:47 PM
In: COH2 Balance |
Thread: Anvil Churchill could use a SLIGHT buff8 Mar 2016, 15:44 PM
"Hammer vs Anvil is not Comet vs Churchill" Perhaps I am being misinterpreted. What I am saying is that the Comet is strictly better than the Churchill at this point. However, Anvil abilities more than make up for this. Thus, the choice of specialization (Hammer or Anvil) depends on your desired playstyle/what situation you are up against. Hammer gets: - Emergency warspeed (which is damn awesome, but is not really useful once you've been snared) - Vehicle marking (this is, at best, situational) - Gammon bomb (for that price and fuse time, lol) Anvil gets: - Heavy Sappers (super-glue repairs + a unit with the cost-efficiency of Osttruppen and the combat durability of Obersoldaten -- for a hefty munitions tradeoff) - Capture Point sight (this is ultra-useful; I just can't stress enough) - Airburst shells (situational at best, but better than nothing) Now regarding Capture point sight, I would gladly pay 200MP and 50FU just to the sight range. This goes for any faction and any doctrine in the game (except for OKW maybe, which gets maphax IR). This allows you to know exactly what type of unit is capturing exactly which part of the map at any point. And the best part? It's not counterable, and you don't have to do anything to set up the extra sight range. In: COH2 Balance |
Thread: Anvil Churchill could use a SLIGHT buff8 Mar 2016, 13:52 PM
I had a more thorough reply written, but the forums ate it on me. My personal opinion is that the Churchill is still quite viable. I posit that the biggest reason people shy away from the Churchill is the psychological low-armour = bad-unit mental connection. With my OP I aim to correct this dissonance. However, as you can guess, the Churchill is a situational unit. Now, what I propose is that before we go ahead and overbuff the Churchill, let's go with a simple side-buff. This is not a direct buff to the Churchill, but it is a significant buff to the Anvil meta-strategy (when multiple units and abilities meld together). Hammer vs Anvil is not Comet vs ChurchillOn a Comet vs Churchill basis, the Comet is currently better because it's 1) more self-sufficient 2) offers more utility to your army composition (80-range White Phosphorus is godly in an army with no offensive artillery). What this means is that Comet spam is way more viable than Churchill spam. However, UKF has other units in place to cover for the Churchill's shortcomings. The Comet, in part, overlaps with these units. On a Hammer vs Anvil basis, things would have been quite equal; if it were not for bugs. The main reason Anvil sucks this patch is because every single ability apart from Airburst shells (and I mean every single one) is currently bugged and does not work, one way or another. - Heavy Engineers lose their armour bonus when they die. Also, their vet is bugged. When this is fixed they will become 3x more durable to small arms. For a 13MP reinforcement cost. - Advanced warning doesn't give extra sight anymore. Free recon is important in a mobility-challenged sub-doctrine. In: COH2 Balance |
Thread: Anvil Churchill could use a SLIGHT buff8 Mar 2016, 12:03 PM
Sight-blocking smoke + reverse really helps when you are targeted by heavy TDs. Attack ground at long range is very likely to miss (or hit any other obstacle on the way). Close-ranged Panthers are not necessarily the only opponents that the Churchill faces in the battlefield. However, we digress. A yellow-or-green-cover smoke provides no utility whatsoever to a late-game army composition (there should be craters everywhere, anyway). If there is an MG suppressing your units, the Churchill might as well drive up and grenade the MG. Why is it so necessary to nerf the only utility that the Churchill has? In: COH2 Balance |
Thread: Anvil Churchill could use a SLIGHT buff8 Mar 2016, 11:50 AM
Churchill smoke has been reported as bugged. When it comes to infantry-support, shot-blocker smoke would serve purpose quite well, if it were not for the AoE suppression bugs. Once that bug is sorted out, the Churchill will still not shine, but it will be able to provide useful utility to infantry for its Popcap cost. However, when it comes to supporting other tanks, the light-cover smoke would gimp Churchill's poor utility even more. The Churchill already costs 18 popcap. It's not fast enough to manoeuvre so that it can block enemy tanks' path to your damage-dealing tanks. Popping that smoke is, currently, the only bit of utility that this unit has against opponents that are smart enough to ignore the Churchill and dive for the support guns. PS: Yellow cover really sucks vs mortars or other tanks that are firing on advancing infantry. It's also very non-intuitive as a mechanic; commando smoke is already weird enough in that respect.
I think that almost every single other damage-sponge tank has a canon that deal significantly better AoE damage vs infantry. This allows you to keep your Heavy Tank investment at a relatively safe distance (where it can be retreated, if needed). Some tanks (e.g., King Tiger) even deal extra damage vs tanks. The Churchill can't afford that luxury, since it needs to get really close so that it can use its Vet1 small arms + grenade. This awards way too much veterancy to the opposition and makes the battlefield a lot more dangerous for the Churchill-user in the long-run. In: COH2 Balance |
Thread: Anvil Churchill could use a SLIGHT buff8 Mar 2016, 11:15 AM
I edited the OP to add a note about deflection damage. In short, the armour-for-HP tradeoff makes the Churchill BETTER at handling Schreck blobs than it would with lower HP but higher armour. In: COH2 Balance |
Thread: Anvil Churchill could use a SLIGHT buff8 Mar 2016, 10:00 AM
If Churchill is getting any sort of buff, it needs to have the Grenade ability removed. It's such a stupid ability that allows the Churchill to consistently one shot Raketens and to a lesser extent Paks, which are supposed to be counters to the unit. 1. As other people mentioned in the post, the Nuke grenade has left the building. Now both the Comet nade and the Churchill nade have met in the middle (Rifleman-nade-ish level but with 25% more AoE radius). It's not godly-level but not bad either. 2. Every other sponge tank has some decent gun to deal with infantry (i.e., AoE). The Churchill mostly relies on grenades to threaten infantry. Its gun is Cromwell-like (which is to say it's decent but not THAT good), and its Vet1 ability gets worse as enemy infantry attains Rec Accuracy Veterancy. 320 armor with 1280 hp. The proposed change (320 armor 1280 hp) is actually a pretty significant buff from the most part. I'm assuming that if relic increased the price of the Churchill recently, it means that it should be performing around where it currently is. 320 armor and 1280 would change Churchill's survivability as follows: - 20% more hits from enemies with penetration 240 or below - No change vs enemies with penetration 292 - Survivability decreases by 8.5% vs enemies with penetration 320 and above - Everything else in-between should be linear (I think -- hadn't had coffee, yet) - Qualitatively, Churchill's survivability will become more RNG-dependent However, the thing with the Churchill is that it's one of the slowest damage-sponge tanks. Which means it can be flanked quite easily, and also make it a prime-target for high-penetration heavy TD's. This means that taking a high-armor lower-HP approach with the Churchill might make it a bit less desirable than it currently is (unless the HP * armor factor is a significant straight buff -- as is the one you proposed).
This is not a bad idea. The penalty could stay, but it could get reduced. Or the duration of the smoke ability could be decreased (currently it's at 10 seconds and it's not possible to cancel it). However, the smoke ability should not be buffed to a point where it becomes vein-popping to finish off a Churchill. The Churchill gets outshined by the Comet by a lot when it comes to utility (long-range smoke + WP shells). Churchill is supposed to provide that utility with the grenades and the Smoke ability. However, the Smoke ability doesn't really work, currently: - Part of the reason why the smoke ability doesn't work is the speed debuff. - The most important reason why the smoke ability doesn't work is the way AoE suppression works (that's a bug). If you use smoke to cover an infantry advance, enemy MGs will immediately target the Churchill. Since the Churchill does not benefit from cover/has an enormous target size, it will accumulate a huge amount of suppression. The same amount of suppression will transfer to all nearby infantry and pin them in 2-3 bursts, even when they are behind green cover. At least with the awarded-veterancy buff, the Churchill can be used a bit more aggressively to smoke out entrenched positions.
I'm not an expert on this, but I'm 99% sure this can be achieved easily. Previously, the British Tank Commander upgrade (which now confers bonuses to accuracy and received veterancy), was actually affecting awarded veterancy to enemies. Thus, it *should* be simple to work it out. +1 But I wouldn't mind getting greedy and asking for a slight cost decrease too The cost is not that bad. I'm not going to create a balance threat if the cost level is within 10-20%-ish percent of where it should be In: COH2 Balance |
Thread: Anvil Churchill could use a SLIGHT buff8 Mar 2016, 02:10 AM
TL;DR: Should the Churchill award a lower amount of Veterancy to attacking units, in order to account for its low armour value? When used properly, the Anvil Churchill seems to be in a decent spot, price-to-performance-wise. Just like most damage-sponge-oriented Tanks, the Churchill has to be used cautiously at first, until it can vet up. Once the Churchill has reached Vet3, and receives its much needed mobility buffs, it can be used much more aggressively to spearhead your attacks. The problem, however, is that unlike other damage-sponges (which rely on high armour), the Churchill trades-off a significant amount of armour for the biggest HP pool in the game. The benefits of a high HP pool (with low armour)The Churchill has the following advantages over high-armour medium-HP damage-sponges: wearing down the Churchill's HP pool is more consistent (and less RNG dependent). This might seem like a downside at first. However, it allows the UKF player to predict how much damage the Churchill is able to take before it has to be pulled back. Compare this to the IS-2, for instance; a bad RNG-streak can easily ruin your day. Finally, the enormous HP pool is the biggest middle finger to flanking the Churchill (which isn't difficult to achieve, given its lack of mobility). Edited to add (8 March): A higher-HP-to-armour ratio (for the same HP * armour factor) also makes the Churchill MORE resilient to attacks that cause deflection damage (e.g., Panzerschrecks). Even if Schrecks don't penetrate, they still cause a fixed amount of damage; in a blob, deflection damage can become significant. (I'm not even taking flanking into account here). The downsides of low armourJust like most damage-sponges, a Vet0 Churchill is not immediately useful to spearhead a big attack. In order to unlock its full potential, it needs to attain some veterancy. This will yield the necessary mobility (and crit-damage repairs at Vet3). However, the low armour and low speed of the Churchill has a fatal downside; the Churchill takes a lot of damage from just about any source. This makes it act as a Veterancy pinata to the opposition. Given that the Churchill cannot finish off enemy targets, the enemy veterancy will accumulate (enemy tank destroyer, paks, etc). Thus, as the game drags on, it is very likely that summoning a Churchill will end up doing more harm than good to the player (even if the player plays cautiously and manages to preserve the Churchill) (Of course, the other downside is that you need to spend more time repairing the Churchill. However, Anvil comes with Heavy Sappers, so there's no issue there) Edited to add (8 March): Another downside is that Churchill has a predictable performance. Just like the Churchill user knows when the tank has had enough and needs to be pulled back, an attacker will also be able to tell whether a flank (trade) will succeed or not. Low-armour contributes to eliminating RNG to the attacker's favour in this situation. A modest proposal: just reduce awarded veterancy to attackersA higher-armour Churchill would "bleed" less veterancy to the opposition. However, a higher-armour Churchill with a 1400 HP-pool would be completely OP for its price. Instead, we could just tweak the awarded-veterancy modifier. That way the Churchill will perform on a similar level to other damage sponges with respect to the veterancy-pinata aspect. The modifier could be something along the lines of -30% awarded veterancy (which would be similar to the Churchill having 340-ish armour). In: COH2 Balance |
Thread: Down to the last VP (4vs4 Steppes)7 Mar 2016, 23:24 PM
AKA, what happens when 4x OKW gets to have double fuel the whole game, and Allies get to have double munitions. Sturmtigers, JTs, KTs, Panthers, Obersoldaten cyborgs everywhere. Is there any hope for the Allies? In: Replays |
Thread: Minesweeper can't detect mines (VetReinforce)7 Mar 2016, 18:51 PM
I did notice that some issued coming from the Cheat Mod was giving false positives. Looks fixed on the Hot fix build. Great to hear that it's fixed! I first noticed the bug in-the-wild (in an 1vs1 game where my minesweeper-upgraded engineers could not detect and S-mine field and died). Then I reproduced the issue in cheat-mod to verify my suspicion. (I built an S-mine field, and then changed the allegiance of the mines to enemy). In: COH2 Bugs |
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