Thank god they are increasing the build time on the luches. I was totally fine with it having incredibly dangerous anti-infantry potential but it just came out way too soon. This change also makes it so mech HQ isn't hurt by a fuel increase to indirectly nerf the luches.
I want to help clear up a few misconceptions. People realize that Piats don't actually have the range normal anti-tank weapons have right? So a squad has to run out in the open in a vain attempt to hit a light vehicle. Additionally the Luches comes in a faction that has an incredibly oppressive early game. That's the reason why it's timing needs to change. If it was on say, Wermacht then it's current timing would be fine. Since OKW can shut you off your fuel near the very start of the game, then seal the deal with the luches, that needs to be changed.
I can agree that USF light vehicles force a response, just like luches forces a response. The difference is USF banks on the fact they win early, cuz if they don't they aren't going to win at all. OKW still has an amazing late game to fall back on compared to USF. The Luches also just ruins any sort of diversity in build orders for USF and UKF. There can be an argument that Wermacht is forced to respond to threats with little in the ways of build orders but that's a separate problem then the Luches build time.
Also, if we're being honest, all light vehicles are overpowered in the hands of a competent player. |
My concern about the Commander Revamps is that the team is focusing on making them "balanced", while avoiding the fact that the top tier commanders still exist and aren't going anywhere. So some of the new commanders look fun and interesting, but lighting warfare, scavenge, armor company, they all still exist and provide tools to fill the holes in faction design, while offering strong tools.
I feel the only way to make sure the new commanders are used is that they either fill a niche, or they are just as good as the OP commanders. Just my personal opinion. |
Could be a fun change. It's like added cover control for USF and helps USF dislodge opponents. I think the best thing would be to make Rear Echelons perform poorly in combat, but have good special support abilities make up for it (Volley fire, that grenade launcher you mention, ect.) My only complaint is that if the mortar is removed, the pak howie needs buffs. I regret building that thing every time when I could of just had two mortars. |
I remember I really got into USF because I loved how versatile their faction was. I think smoke on rifles feels good because it allows you to pull some insane stuff with rifles if your micro is up to par. Pulling an attack from three fronts, while using smoke feels really rewarding. Makes their front line infantry feel unique in their flexibility. Smoke just has the unfortunate side effect of making life harder for Ostheer.
It might be too radical of a change at the moment since the whole faction seems designed around the fact that riflemen can do almost everything (while their other support teams do nothing, which contrast to Ostheer who grenadiers do nothing but support weapons do everything). Could raise the munitions cost of smoke, that way by spamming smoke USF is giving up access to using grenades and Bars.
If smoke is a problem for the ostheer match up, it seems more like a grenadiers not pulling their weight problem. Their job is to protect their support weapons, but once USF gets close via smoke they can't do their job at all. |
It's just a problem unit altogether. When it works it works way too friggen well. I've had 3 rifle squads blaring down a raketwerfer on retreat and doing absolutely nothing to it. Being able to retreat on an AT gun is also something people seem to overlook. Or I had a jackson obliterated by two surprise rakets stealthed with no way to scout for it other then walking right on top of it. They can also get it tier 0 which counters so much light vehicle play.
On the other hand it misses sometimes and I've noticed it's more susceptible to being one shot by tanks. So when heavy tanks hit the field you bet it's going to be obliterated. A problem unit indeed. |
So, we'll try to optimize the aura for a use-case where people can use it on any medium+ tanks, probably. That's because there's a large variety of expensive tanks to choose from, and that's what CoH1 had after all.
Hi Smith. If it's intended use is for medium tanks, wouldn't raising the CP cost to 6-7(Around the time mediums start hitting the field) and reducing the penalties for the command vehicle be more ideal? You won't be able to build a bofars and use stand fast if you need to command vehicle an AEC every game.
wouldn't the worst case be they get an AEC, it survives until 7 VP and gets command vehicled, then proceeds to be out shined by other tanks mid game? |
The whole point of the commander? There shouldn't be a linear way any commander forces you to play. If a player wants to make the current fragile UC a command vehicle they should be able to. It's simple risk/reward.
A UC as a command vehicle was OP in the past because A) the recon was free and a no-brainer, and B) it applied the aura to emplacements where it was safe from counter-play. Both have been nerfed, and rightly so. Your preference on how a commander "should" be used isn't a good enough reason to limit player options.
If we lived in a perfect world, it would be pretty cool if you used command vehicle on three different tanks you get three different auras.
Centuar: Buffs infantry
Cromwell: Buffs tank speed/firespeed
Firefly: Buffs anti-tank capabilities
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Compare the Command PZIV and normal PZIV vs any meduim tank and you will see what you have sacrificed. In addition the CP for command tanks is allot later.
Calculated the DPS a vicker, a sniper or 2 Ro Eng with dual piats and you will see what you gain from a command vehicle from CP2.
The command PZ4 sacrifices its anti-tank capabilities to still have really good anti infantry capabilities. So it's basically like an ostwind.
The aura is pretty good if you use it on your whole army, but that goes without saying just like any aura in the game. Thing is, the tank itself is worthless and having to go AEC contradicts the commander which are both glaring problems. I can see your complaint that it comes in at 2 CP though, and that's probably where the problem lies.
It has to make the tank crappy because it comes so early and the aura makes british infantry strong, but if the command ability came later it wouldn't have to nerf the crap out of the tank and would probably make the ability feel good to use. |
The thing with the command panther and panzer is they don't sacrifice much to achieve their aura. Wheras the Command vehicle ensures that vehicle is never going to be used in combat again. If I recall, Cooldown and reload is mostly negligible on infantry but really good on say, tanks.
So you sacrifice 100%- reload and -50% Accuracy to make another tank shoot 20% faster and 20% more accurate? Feels like it just forces everyone to always command vehicle the AEC. Which contradicts the commanders logic of having Stand Fast as well.
I like the idea of coh1 how having a command tank buffs up an armor company, but making a command tank straight up useless in combat doesn't feel satisfying at all to drop that much fuel on. |
And ? RE has good enough pen and dps to deal with kubel .
If there was a "goddam" problem GCS wouldn't have showed a 33% okw vic rate.
2 rifles will make short work of sturm at any range, without losing more than 2 modelsn
"This is not my hypothesis, this is a fact. A conclusion I came with after playing countless games in top tier environment and watching top player streams."
It's not actually, no empirical data but your "experience" shows that
An example of empirical data: https://www.coh2.org/topic/60897/gcs-main-round-stats-w-update
Cost is irrelevant if taken into a vacuum.
Usf: 1190mp 280fuel
Ambulance: 250mp 10fuel
Racks: 150mp 15 fuel
Grenades: 150mp 25fuel..........
Hi Jagd. I think some of your points that are up to debate.
For example you say that Sturms cannot beat a riflemen squad, this is just not true. If sturms have closed the gap or are at close range its an instant retreat or lose your riflemen squad. Honestly it all comes down to "Did you pick off a sturm model on approach?" To see who wins. Thing is Sturms got pretty crazy received accuracy.
Second off, Riflemen only get AT nades WHEN they vet up. That would imply they are winning. Pushing brits/USf early game out of cover for a while isn't too uncommon.
Third did you see what factions were picked AGAINST OkW? Soviets were picked a lot, and lend lease was picked a lot. DSHKAs would cause a damn nightmare for okw and penals + M4 scout car can actually beat the crap out of OKW early game. So the way to beat OKW is to use even more busted shit? Brits can also go somewhat toe to toe with OKW early game.
Lastly by unlocking your first truck you get a weapon rack, and grenades, so you save 40 fuel and 300 MP by teching up. |