The unupgraded UC is already in a very good spot right now, and it's really attractive:
- Building a UC no longer delays your tech (and access to repairs)
- With the fuel you save, you could tech grenades and use UC as a grenade-launcher of sorts
The UC also has fantastic DPS at extreme-long range (the default Bren gun).
Having said that, the UC has issues when it comes to the upgrades.
Wasp upgrade (90 Munitions)
+ You gain early-game garrison clearing (most of the time that's a good investment)
- UC is too fragile for such an expensive upgrade
- UC loses access to the default Bren gun (can no longer punish kubels, loses long-range DPS)
- UC can no longer transport troops
The Wasp is a situational upgrade that's very very risky. However, it's also very much worth it in certain maps.
Vickers_k (60 Munitions + 15 Munitions per ability pop)
- The Vickers_k only deals 50% the DPS of the UC Bren gun
- Suppression is extremely unreliable and costs extra munition on top of a cost-inefficient upgrade
- UC can no longer transport troops
The Vickers_k is never EVER worth it.
You are better off saving all that munition for a weapon upgrade to an infantry squad (or 2 mines, if you are up against kubel spam). You are also losing the opportunity to transport your squad behind a defended location.
The two golden rules when playing against emplacement spam are:
1) Do NOT feed veterancy to the emplacements (at vet3, they get +50% health and, oh boy, do they vet up fast)
2) Use recon and always focus fire on Forward Assemblies first (no brace, low HP, doctrinal passive repairs with doctrine)
Then, (as OST) you either use PIVs (if they rely on AT guns) or Stugs (if they rely on tanks) to crush the sim city. In the late-game Elefant and LeFH also works wonders, too.
Now, with respect to Lorch, your best bet may have been to brute-force the south flank and take some VPs (so that you aren't bleeding as heavily and have a chance for the late game). The rest of the team could also harass the north flank (the emplacements can't move).
If you've tried too hard to brute-force middle (and failed), the emplacements would have achieved Vet3. In this case, you have only made your life harder.
This is not a reliable strategy by any means, but it's currently your best bet.
Great idea, but it sounds like a nerf to Sappers without really fixing the IS.
Mainly this. Relic will have to balance the DPS of any affected weapons based on their top performance (Tommy version, according to the proposed changes). Any other infantry that picks up the weapon (Sappers, Commandos, enemy) will suffer a DPS decrease.
In addition, Osttruppen are deployed against enemy units mostly dual-equipping (Riflemen, PTRS Conscripts, Royal Engineers, Infantry Sections), triple-equipping (Captains, Heavy Royal Engineers) or quad-equipping (Guards Rifle Infantry, Vet 3 Infantry Sections) which makes Osttruppen more likely to acquire an enemy weapon upgrade.
Osttruppen are not currently considered OP despite this. Given that the current cover bonus makes the UKF's mainline infantry effectively obsolete past early-game and the low potential effect of my changes (one or two slightly more powerful than normal infantry squads due to enemy squad wipes and luck), I don't think changing the penalty to an equal bonus will unbalance the game to a significant degree
(I have never verified it. I am assuming that the Osttruppen cover bonus also affects slot weapons)
The Osttruppen bonus is badly implemented imo, and it is OP. The main reason people don't complain about it is:
- Osttruppen don't have easy access to weapon upgrades (which would allow them to scale)
- They don't suspect that Osttrupen benefit from this bonus, thus they don't give lmgs to Osttruppen
- Osttruppen have pretty bad received accuracy, and you can't use them offensively (where you would have to constantly reposition)
Thus, don't try to mirror a mechanic that's broken!
Once more comparing Gammon and satchel is quite pointless.
Different design intent and different timing.
Satchel is an AI/anti-garrison/anti-fortification/anti-structure device that can be used against vehicles.
Gammon is anti-vehicle device that can be used for AI/anti-garrison/anti-fortification purposes.
In order to find a more appropriate price, we need to compare it to something else which is already in the game.
We have already established that the gammon bomb is strictly inferior in terms of anti-garrison/anti-infantry to the satchel charge.
When it comes to AT performance, we have the following abilities to compare it with:
1) AT snares (25-ish munitions): + significantly longer range
+ no aiming required
+ "permanent" engine damage
- require 75% health on target
- deal less damage (but always hits)
2) AEC treadshot (45-ish munitions)
+ 50 range
+ snares the vehicle for 20 seconds (yes, 20...)
- requires both shots to land
- requires a Vet1 AEC
3) Target weak point (45-ish munitions)
+ 60 range
+ also stuns the vehicle for 3 secs (can't use abilities/fire back)
+ requires no other units to finish the job; the pak40 can do it by itself
- requires Vet1 Pak40
4) Guard button (45-ish munitions)
+ 40-ish range
+ instant
+ blinds vehicle
- only slows vehicle
- deals no damage
- requires Guards with DP-28 to use (weakest LMG in the game)
5) Gammon bomb (85-ish munitions)
+ second immobilize time
- temporary debuff; requires other units to exploit
- 12 range (requires a long-range unit to come to close range)
- damage only sufficient to kill a kubel (or bring a 222 to 40%-ish HP)
- long aim time + priming time
I don't remember the exact numbers, but I always use these abilities when the opportunity presents itself. None of these abilities give the enemy tank any other form of counterplay except for "don't sit in the firing arc for more than 1 second".
Now, before somebody says "Oh, but Gammon bomb is BOTH AI and AT, therefore the cost should be additive", you can never ever use a single gammon bomb to fulfil both roles at the same time. Therefore:
- The cost of the gammon bomb cannot be lower than the best role it performs
- The cost should not be significantly higher than that either. Each use of the ability serves exactly one purpose (either AI or AT)
If you are still not convinced:
Ergo, a 45-50-ish price tag for the Gammon bomb is neither too cheap nor too expensive.
It seems that gammon bomb has the damage_all_in_hold property set to true, whereas the satchel charge does not. What does this mean?
- The satchel charge will only damage the garrisoned models that are close to the explosion, just as if the unit was out in the open (i.e., all affected models will die).
- The gammon bomb will also damage units that are situated in the other end of the building (for 50 damage).
Thus (ignoring the price difference), a gammon bomb would be the better choice for attacking larger buildings (e.g., train stations) -- provided that the building does not collapse (satchel charge is better here)
Note that it's not the gammon bomb that's the exception for the damage_all_in_hold property; it's the satchel charge. All other explosives have that property set to true (tank shells, grenades, demo-charges, etc).
2 more range is 20% which I would argue in not negligible. Gamon bomb also has more AOE 4.5vs3.75 (20% better.
Multiplying something small with 20% will still yield something small.
Would increasing the far accuracy of Shock Troops by 100% turn them into snipers? No, they are still going to be pathetically horrible at far range. In the case of Shock Troops even 100% is negligible. I'm not going to argue anymore about the range.
Now, regarding AoE::
- Gammon bomb has a wider radius (6 vs 5 -- AoE radius is a different thing from far AoE distance)
However, the Satchel charge deals more damage (340 vs 200). Does this make a difference vs infantry which has 80 health? Yes, it does:
- The Satchel charge deals enough damage to kill infantry models ANYWHERE within the explosion zone (340 * 0.25 = 85; I'm just multiplying with the far AoE damage multiplier here)
- The Gammon bomb does NOT deal enough damage in the outer ring to kill infantry (200 * 0.25 = 50).
That means that the Satchel Charge is lethal in a 5-unit radius.
The Gammon bomb is lethal in AT MOST a 4.5-unit radius (it's even lower).
Now, if somebody could tell me what is the Mid AoE distance & damage modifier for the gammon bomb, I could calculate the exact lethal distance for the gammon bomb.
Mills Bombs are simply the wrong grenade for the wrong unit. I bet that you would see nades researched a lot more often if:
- The tech gave Tommies a riflegrenade instead of the Mills Bomb, or
- Sappers would benefit from the Mills Bomb upgrade (which would make them OP)
The reason Tommies the wrong unit for the Mills bomb is:
- While they are moving, they receive a 75% accuracy penalty
- You probably need to get out of cover, where you get a DPS penalty
- Moreover, the Enfield has very bad short-range DPS
In short, to use Mills Bombs, you are kicking away your advantage for little reward.
The only time in the game where Mills Bombs are even remotely useful is the early game: you could use a UC to carry your grenade-totting Tommies to enemy garrisoned MGs.
Ask yourself this. Every time you've actually researched Tommy nades, how many times did you really get to use that ability?
PS: If sappers are going to get delayed, something needs to be done about UC repairs at least.
PS2: Are you thinking of actually having your change delay T3 as well?
Hammer Gammon Bomb are meant to be used against vehicles and are extremely powerful if the explosion hits a vehicle.
It immobilizes any vehicle that it hits for 8 whole seconds...
The explosion is not really that powerful (200 vs 340 damage), however it does immobilize the vehicle for 8 seconds (the penal satchel doesn't seem to immobilize vehicles)
It has different range the satchel and different use and it should not be compared with it...
The throwing range on the gammon bomb is longer 12 vs 10, but I would argue that this is negligible. Penals also get Hurrah.
The Gammon bomb upgrade is not really non-tech; it comes a bit too late into the game, when Tommies' complete lack of utility begins to show.
My personal opinion that a "more spammable" gammon bomb at 45-50-ish munitions is not going to be much of a substitute for the lack of snaring options of that faction. (AT nades/fausts/etc are wayyy more spammable, and they cause permanent engine damage -- unless you play as USF).
PS: I can't really comment on the anti-infantry performance, since I can't launch my tools
But no, the Gammon bomb should not become a better satchel charge.
I recently (2 February) migrated my steam installation from an HDD drive (drive letter D: ) to an SSD drive (Drive letter F: ). However, ever since the migration, I'm having trouble launching the Attribute Editor.
- I can launch the Tools application from Steam alright
- When I try to launch the attribute editor from the Tools, I get the following error:
"Error executing F:\Program Files (x86\Steam\steamapps\common\Company of Heroes 2 Tools\AttributeEditorXML.exe:
The directory name is invalid"
1) I verified that the path correctly corresponds to the AttributeEditorXML.exe path
2) When I launch the .exe file from outside Steam, I can't see any unit/weapon/etc properties
In order to do my "migration" I did the following steps:
- I uninstalled CoH2 & Steam (but not Tools)
- Created a new NTFS partition on the SSD drive (F: )
- Reinstalled steam
- Downloaded CoH2 & CoH2 Tools
- I didn't touch anything else anywhere
PS: In the meantime, does anybody know where I can locate the raw XML/whatever files that the game is using? I can read them using an external editor; we have the technology.
I consider 75 munition beeing a fair price for the desrtuction caused.
Just don't use it like a grenade and don't targed mobile objects.
It oneshot any weapon team and defensive tools.
It is quite comparable with a mini demo- as a grenade or a goliath, all proportions kept in mind.
Kozokus.
Which defensive tools do you have in mind. I'm 100% sure it doesn't deal enough damage to kill a bunker (I've tried it a few days ago -- however, before the patch to be precise).
Also, regarding weapon teams. Does it take out just the crews, or also full-health guns themselves? Does it make a difference if the guns have been previously abandoned, or not?
I haven't tried it against mobile AT guns, but I know it doesn't work vs LeFH/Pak43 (again, pre-patch).