I see Scott as anti infantry, and Sherman as utility.
Point taken, but the LT Tier already has indirect fire in the form of the Pack Howitzer.
Hello,
Thanks that you took the time to write down your thoughts but a lot of your changes don't seem to be thought to the end and generally show a lack of game understanding.
Your changes would change the game to a rush for light vehicles for every faction, effectively reducing the early game window.
Also locking out the 6 pounder for the bofors & 17 pounder is pretty stupid change.
The game seems finally balanced in 1vs1 & 2vs2 - why would you change that.
Un-balancing the game is unintentional. I would say that involving more decision-making into tech would be beneficial to gameplay, though.
-Tech of SU, WM, UKF slowed down.
-UKF T2 altered. |
Only changes that I like are the USF ones, but your unit placement is kind of weird. Sherman should be in Captain Tier, Scott in Lieutenant Tier, and Jackson in Major Tier.
Could you elaborate on your reason?
I put the Sherman with the LT because of the anti-infantry focus. Jackson with the Captain for anti-tank focus, and Scott with the Major for artillery focus. |
The main purpose of this revamp is to make each faction more fun to play.
Please read at least the majority of the post before posting a response. Adding a response or giving a suggestion is great, but please stay constructive.
The tweaking of individual units is left out except for the units that are heavily affected by timing.
SU
To make the Soviet Tech tree more flexible and unique, I'm going to revert the base building build order back to T1/T2 to T3/T4, but in to not have the more powerful units be able to be fielded too early, they will be locked behind additional tech.
Regimental Headquarters (T0)
-Remove Molotov unlock
-Remove Anti-tank Grenade Package unlock
Conscript Grenade Package
Having to purchase two individual upgrades for this unit is rather repetitive, especially when compared to the Weapon Racks upgrades and the Grenade upgrades of other Allied factions. Upgrades merged into one.
-Costs 200MP 25FU.
-Unlocks both Molotovs and RPG-43 anti-tank grenades.
Special Rifle Command (T1)
160MP 15FU
Support Weapon Kampaneya (T2)
160MP 20FU
Tankoviy Battalion Command (T3)
240MP 85FU. Requires T1 or T2 (minimum tech cost 100 FU)
Tankoviy Battalion Command provides tanks: an infantry-killing light tank, a medium-armor destroying light-tank-chassis TD, and a good jack-of-all-trades pack medium as well.
Requisition F-34 76mm Gun
-100MP 40FU (minimum tech cost 140FU)
-Unlocks T-34/76
T-70
SU-76M
T-34/76
Mechanized Armor Kamaneya (T4)
240MP 85FU, Requries T1 or T2 (minimum tech cost 100FU)
Mechanized Armor Kamaneya gives you good specialist units, from transport/reinforcement/anti-infantry to blob-punishing to a solid tank counter. With a proper doctrine it also provides access to a good generalist medium.
Requisition D-5T 85mm Gun
-100MP 85FU (minimum tech cost 160FU)
-Unlocks SU-85
-Also unlocks T-34/85 (doctrinal)
M5 Halftrack
BM-13 Katyusha
SU-85
T-34/85
WM
WM tech has been altered significantly to allow them to tech slightly faster. While they still tech the slowest in comparison to the other factions, skipping base buildings should be much more viable.
Kampfgruppe Headquarters (T0)
Tech Cost Change
Battle Phase 1: 100MP 40FU
Battle Phase 2: 100MP 40FU
Battle Phase 3: 100MP 40FU
Infanterie Kompanie (T1)
80MP 10FU
Leichte Mechanized Kompanie (T2)
200MP 20FU, Requires Battle Phase 1 (minimum tech cost 60FU)
Support Armor Korps (T3)
200MP 65FU, Requires Battle Phase 2 (minimum tech cost 145FU)
Heavy Panzer Korps (T4)
200MP 65FU, Requires Battle Phase 3 (minimum tech cost 185FU)
USF
Since OKW got a huge revamp, I think the USF also deserves to have it's boring tech changed so that teching is much more interesting. Flexibility is what the USF is all about, so my aim here is to make USF tech very flexible as well as unique. The barracks tech options are devised to reflect the state of the US Army in the Battle of the Bulge: unorganized and stretched thin at first, organized in the middle, and bolstered with reinforcements at the end.
Universal
-Battalion Command Post no longer requires Company Command Post or Platoon Command Post to be unlocked.
-All base buildings are unlocked for 200MP 40FU.
-Researching Additional Mobilization reduces base building cost by 10FU.
-Researching Full-scale Mobilization reduces base building cost by a further 10FU.
-Having 2 base buildings researched reduces Mobilization cost by 10FU.
-Having 3 base buildings researched reduces Mobilization cost by a further 10FU.
Barracks
Additional Mobilization
-100MP 20FU
-Requires at least one base building unlocked.
-Unlocks M1 75mm Pack Howitzer, M5A1 Stuart, M1 57mm ATG.
Full-scale Mobilization
-100MP 100FU
-Requires Additional Mobilization.
-Unlocks M4A3 Sherman, M4A3E8 Sherman Easy Eight, M36 Jackson, M8A1 Scott.
Platoon Command Post
Unlock sends in a Lieutenant
Due to the fact that the LT comes out earlier, its BAR should not be immediately accessible so that it doesn't destroy early-game infantry immediately after it comes onto the field. The weapon is now a reduced-cost upgrade.
-Now spawns without a BAR.
-Added 1x BAR upgrade, costs 45MU, takes 20 seconds.
M20 Utility Car
M1 75mm Pack Howitzer
M4A3 Sherman
Company Command Post
Unlock sends in a Captain
Due to the fact that the Captain comes out earlier, its anti-tank firepower should not be immediately accessible so that it doesn't shut down light vehicle play immediately after it comes onto the field. The weapons are now a reduced-cost upgrade.
-Now spawns without M9 Bazookas.
-Added 2x M9 Bazooka upgrade, costs 90MU, takes 30 seconds.
M2HB .50cal HMG
M5A1 Stuart
M36 Jackson
Battalion Command Post
Unlock sends in a Major
The Major artillery is underused. The only munitions ability that is viable now is recon (which has odd minimum range issues); artillery does too little and is too easy to dodge. Increasing the Major's proficiency at the support role would also allow players to consider the Battalion Command Post first over the other two buildings aside from the Forward Retreat Point.
-Recon designation range increased from 40 to 100.
-Artillery delay reduced from 7 seconds to 5.
-Number of shells fired increased from 3 to 5.
-Veterancy Rank 2 Shells increased from 5 to 9.
-Artillery cost reduced from 120MU to 100MU.
-Artillery cooldown time reduced from from 60 seconds to 90.
M15A1 AA Halftrack
M1 57mm ATG
M8A1 Scott
Rifle Company
Due to the fact that the Easy Eight doesn't fit in to any base building, it should be reverted to a 10CP call-in tank. Still requires Full-scale Mobilization.
-0CP M4A3E8 Sherman Easy Eight (production unlock) changed to 10CP M4A3E8 Sherman Easy Eight (call-in). Requires Full-scale Mobilization.
OKW
While I really liked Carlos Danger's OKW revamp idea and the flexibility that tech tree had, Relic has already revamped the OKW. So I'm not really sure what to do.
UKF
The British T2 has unattractive side tech. I would like to address that.
Headquarters (T1)
Platoon Command Post (T2)
180MP 30FU
The main change here was to make T2 tech a must if you want to build T3, thus solving the unattractive “dead-end tech” of this tier. Also moving some units to increase the viability of these tech options.
Requisition Bofors AAA Emplacement
-120MP 15FU (minimum tech cost 45FU)
-Requisitioning Bofors AAA Emplacement Support will deny you access to AEC Mk. III.
-Unlocks Bofors AAA Emplacement.
Requisition AEC Mk. III
-120MP 15FU (minimum tech cost 45FU)
-Requisitioning AEC Mk. III will deny you access to Bofors AAA Emplacement.
-Unlocks AEC Mk. III.
Company Command Post (T3)
200MP 100FU (minimum tech cost 145FU)
-Requires either Requisition Heavy Emplacement Support or Requisition Mobile Anti-Tank Support.
T3 gets a cost reduction so that British tanks are not affected by additional tech.
Requisition Hammer Tactics
-200MP 50FU (minimum tech cost 195FU)
-Requisitioning Hammer Tactics will deny you access to Anvil Tactics.
Requisition Anvil Tactics
-200MP 50FU (minimum tech cost 195FU)
-Requisitioning Anvil Tactics will deny you access to Hammer Tactics. |
Er, coh2 stats is outdated, check out the site from AchtAcher's signature.
G43s has better DPS at long range than StGs, and that's about it. |
If the no-turn-reverse distance was reduced to, say, 25m instead of 50m, that would still allow players to click behind their tank and have it reverse (good for kiting), while the longer moves would have the tank turn around (so you don't have tanks reversing into battle). |
Suggested demo charge change:
I think a detonation lag time could enable counter-play with single units, but can still be used to great effect verses blobs (which are harder to micro). Cost can be adjusted to compensate.
Demolition Charge should have a 4-second detonation fuse ("lag" after you press the detonate button). Count-down is displayed on-screen (as would a grenade), and infantry react as they would to a grenade. (you hear them shout “Grenade!” (odd, but better than hearing nothing and kaboom))
Essentially, you time the demo so that when the giant blob walks over it, they can't all get out of the way in time (you predict their movement). Single infantry units should have enough time to get out of the blast radius with 4-second-long reaction time. |
I suggest counter-battery artillery then. Mortars to counter mortars (are also great verses suppressed infantry) and later trade up for a Panzerwerfer.
Do you have a screenshot? |
In the first CoH, the Germans were basically going on a hunting spree to find where the British trucks where located. What made it difficult was enemy units that prevented it. Plus, it gave the German players hell at the time. It's a scar that made Relic decide not to do what you propose for the OKW.
Agreed. I played brits primarily after OF, and being able to move base buildings is pretty OP, especially since in CoH1 units spawned from the buildings themselves. |
Edit: how are your defenses set up? |
I think that Volks getting automatic weapons is a bit too much, consider that there are a lot of dedicated anti-infantry units in OKW lineup already.
I propose a unit specialization to the Volk:
-Cost reduced from 250MP to 230MP.
-Squad size reduced from 5 to 4.
-Population decreased from 7 to 6.
-Combat Package: 20MU, increases maximum squad size from 4 to 6, provides Cold Immunity, unlocks Incendiary Grenades. (still needs to be manually reinforced to receive additional models)
-Panzershrek: 75MU, supplies squad with 1x Panzershrek.
This way, they are either a squishy Anti-tank squad that gets wiped more easily (and walked over by Allied infantry) or a decent frontline infantry unit that can hold the line decently against Allied infantry, while they would only have mediocre damage output which promotes usage of high-DPS units Obers and Falls.
Oh, and would you implement an infantry target table of 0.1 for all dedicated anti-tank weaponry (Bazooka, Shrek, ATGs) to reduce infantry sniping? |