Counterattack Tactics
KV-1 Heavy Tank
Move the damage reduction to a vet 1 ability. Replace "secure mode" with a new vet 1 ability "Russian Colossus" ("Russischer Koloss") reducing damage *0.8 for 1 minute for 30 mu. Ability could even scale with veterancy (10/20/30)
Replace vet 3 mobility bonuses with Armor/HP bonuses.
Bring rear armor inline with other tanks.
Shock Troops
B-4
Fix direct fire ability to make B-4 work as ATG (similar to 88) with much smaller range (60?) firing AP round only. Replace the vet 2 -25% recharge barrage bonus with some crew movement speed for the unit to become more responsive.
Defensive Tactics
PMD-6 Anti-personnel Mines/Tank Traps
Merge abilities to one and rename to "Defensive Tactics" lower CP to 1.
Fix PMD mines to cause 1-2 causalities similar to other mines.
C.E. can now built sandbags, PMD mines and tank traps. All Tank traps take now longer to built, they have more HP and can also be dismantled ("cut") by engineer with mine sweepers.
Conscripts/Penal can now built wire and PMD mines with slower speed. Maybe even add the dhsk bunker but without the hmg more like fighting positions.
DShK 38 Heavy Machine Gun
Remove sprint ability. New vet bonuses for vet 1/2/3 increasing penetration 2/4/6 for AP round ability.
HM-38 120mm Mortar Squad
Replace "flare" ability with new ability increasing synergy with PM-41 mortar. New ability "heavy support fire" for 20 mu (?) increase range of auto-fire by 20 and projectile speed for 1 minute.
M-42 45mm Anti-tank Gun
Redesign unit as light vehicle counter. Increase accuracy keep penetration and damage low. Reduce reaction times/time to fire, increase angle. Replace vet 1 "tracking" ability with "rapid movement" similar to 6 pounder. Replace vet 2 reload buff with faster tear down setup and replace vet penetration with the reload speed. If unit become very effective increase cost to 240.
Merged Tank traps replaced with new ability.
The ability could be one of the following:
"Hold the line"
cost 80 Mu infantry in targeted sector go to ground similar to hit the dirt gain 5 LOS, 2.5 range, 10 molotov/AT grenade range, *0.90 damage reduction.
Weapon teams gain 5 LOS *0.90 damage reduction.
or
new doctrinal unit "rifle squad" or "regulars" using the icon from campaign. Basically conscripts with target size 1, "hit the dirt" instead of "ourah", fragmentation grenade instead of Molotov and AT grenade with longer range.
or
A toned down version of Fatherland
or
Forward observation post
or
Machine gun nest
or
Sector air cover
or
Scorched earthy policy
From abilities existing in the game one could also use:
booby traps
Conscript Assault Package Upgrade
IL-2 Sturmovik Attacks
Hit the dirt
Conscript PTRS Package
Guards Motor Coordination Tactics
Replace "Mark Vehicle"(a strong off map not suited for commander with premium medium and super heavies) with Armored Vehicle Detection.
Redesign ability with 2 parts. First part infantry can detect vehicles to range 70 when static for the duration, second part infantry hitting vehicles provides vision on vehicle similar to UKF hammer tactics for 3 secs. This redesigned ability fit the theme of "coordination" of units.
other alternatives
incendiary barrage.
Guards
Call-in cost up 10%, can now also be built from T1 for normal price. (To make T1 more oriented for heavy infantry use. The building could also provide some sort of tech bonus to infantry)
The vet 1 ability of guard is simply too strong since it increase the DPS by around 14% it is also a bit confusing since hit the dirt for conscripts reduces DPS.
My suggestion would be to make PTRS work only mostly vs vehicles similar to Penal. Add the new vet 1 timed ability "take aim" for a munition cost (20 mu?) Guards drop to the ground like with hit the dirt and can now use the PTRS to hit infantry, the ability is also passively activated when in garrison. This also makes sense in real life since the weapon was to heavy to be fired while standing.
Change button to debuff that work even if Guards do not continue to fire on the vehicle (maybe for smaller penalties).
Guard Rifle Combined Arms Tactics
Replace Conscript Assault Package Upgrade with Rapid Conscription or DSHK 38 Heavy Machine gun or M-42 45mm light AT gun or Anti-tank Gun Ambush Tactics or radio interception.
Replace "Sturmovik Attacks" with Sturmovik Attacks (single pass) or Incendiary Artillery Barrage or Fear Propaganda Artillery
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Thread: Suggestions for Commanders Revamp.27 Jul 2018, 16:36 PM
In: Lobby |
Thread: Suggestions for Commanders Revamp.27 Jul 2018, 11:10 AM
Armored Assault Tactics Replace "Radio intercept" with "Reckon overflight" to avoid overlap with advance warfare (Radio intercept,T-34/85) Replace "Sturmovik Attacks" (a strong off map not suited for commander with premium medium and super heavies) with "Fear Propaganda Artillery" (a weak off map better suited for commander with premium medium and super heavies) or Dshk hmg. T-34/85 IS-2 Heavy Tank Replace vet 1 ability "secure mode" with a new ability "defensive maneuver" lowering speed to *0.80 increasing turret rotation *140, lower vet 2 bonus weapon rotation speed to *130. Maybe lower Armor/HP from Vet 0 and replace Vet 3 mobility bonuses with armor/HP bonuses. Also fix main gun to be more constant (less kill radius less scatter). Conscript Support Tactics Replace "KV-1" with "KV-8" in order to avoid PPsh and KV-1 combo. Replace "Incendiary artillery" (a weak off map better suited for commander with premium medium and super heavies) with "IL-2 Precision Bombing Strike" (a strong off map not suited for commander with premium medium and super heavies). Conscript Assault Package Upgrade Rapid Conscription In: Lobby |
Thread: SOVIET COMMANDER REVAMP DISCUSSION27 Jul 2018, 10:59 AM
this is not a good thread for a balance debate since it more commander proposal oriented. In: Lobby |
Thread: SOVIET COMMANDER REVAMP DISCUSSION27 Jul 2018, 10:50 AM
M1942 could be better designed to deal with light fast vehicles. Accuracy could up, time before firing go down, arc increased and vet 1 ability to one similar to UKF ATG increasing rotation. Maybe then increase the price. (I agree and imo the unit is currently cost efficient) In: Lobby |
Thread: BRITISH COMMANDER REVAMP DISCUSSION27 Jul 2018, 10:42 AM
.. Imo it would it allot better both thematically and for design point of view if Over-watch was replaced from "counter battery" from Advanced Emplacement Regiment (AER). The ability should not be available to Advanced Emplacement Regiment in the first place since it has improved emplacement in the first place and can counter their natural counter indirect fire. AER could than get redesing version of Overwatch. The new Overwatch would aim at sector and have 25p and mortar pits automatically fire at the target in the sector on any units seen within that sector. Now the player using AER would actually have to actively counter attacks on his emplacements to gain LOS on that sector. The royal artillery commander on the other hand would be more specialized in dealing with enemy artillery. As for valentine my suggestion would be remove radar and balance as normal unit. Make radar an upgrade similar to command vehicle giving penalties to vehicle and being limited to 1. In: Lobby |
Thread: German units too cheap or are Allied units too expensive?27 Jul 2018, 09:32 AM
Simply read patch notes the Ostheer mortar was nerfed in the latest patch. In: COH2 Balance |
Thread: Suggestions for Commanders Revamp.26 Jul 2018, 14:40 PM
Suggestion of specific commanders: Advanced Warfare Tactics With the changes to T-34/85 (build instead of call-in) there is little to justify the name "Advanced Warfare". Imo Conscript Assault Package Upgrade should be removed since weapon upgrades should not be combined with premium mediums or super heavies. The new ability "Advanced warfare" can be introduced being a toned down version of "combined arms" (removed the reload and range bonus for tanks) adjust price and CP. Alternatively the ability it could be modeled after "Tank infantry Cooperation" or "Fire and maneuver". Actually a reversed "Fire and maneuver" ability would be better making tanks slower but firing with better accuracy on the move (and better penetration). T34/85 Medium Tank bring the mgs of the unit inline with other Tanks they currently have too much DPS making the have good main gun, lots of HP and good AI. The vet 1 ability "secure mode" could be replaced with a new ability "hail of bullets" where the mg fire with increased DPS but the unit has a movement penalty so it can not chase down retreating infantry. IL-2 Sturmovik Attacks (single pass), rename to IL-2 Sturmovik strafe, fix the angle of the guns so that fire on target and not after attack point. Anti-Infantry Tactics KV-8 Suggestion make KV-8 a call-in tank (with a price penalty) since it specialized it will probably not cause much problems and it could allow soviet skipping T4, the unit should still be be able to be built from T4 for the normal price to stay relevant across modes with different economies. KV-8 could also use the same mechanics of reduced damage of KV-1. In addition I would suggest to remove the DOT for the flamer (for all flame vehicles) and adjust DPS if needed. Replace the vet 1 ability "secure mod" with the new one "set ablaze" creating a DOT (maybe increase damage a bit) on a specific area the ability could scale with veterancy. Replace all mobility vet bonuses with range and HP/Armor bonus. Adjust rear armor values. Shock Troops Reinforcement price from 31 to 30 Call-in cost up 10%, can now also be built from T1 for normal price. (To make T1 more oriented for heavy infantry use. The building could also provide some sort of tech bonus to infantry) New vet 1 ability "bulletproof" *0.75 target size *0.90 accuracy for 25 munition. Maybe replace some of the vet 3 accuracy bonus with reload and/or cool-down. Optional: Replace Incendiary Artillery Barrage (a weak off map better suited for commander with premium medium and super heavies) with IL-2 "Sturmovik Attacks" (a strong off map not suited for commander with premium medium and super heavies). Replace "Recon overflight" with "Radio intercept" to avoid recon and loiter planes combo. In: Lobby |
Thread: Suggestions for Commanders Revamp.26 Jul 2018, 13:48 PM
Suggestions changes for abilities. Separate PPsh and "Hit the dirt". Their are conflicting abilities one defensive and one offensive they should not mix. PPSh could be changes in a number of ways. Ability hard to balance since it allow infantry pressure without delaying vehicles, in addition SMG and bolt action weapon do not mix well. A)Replace it with SVTs giving Conscripts 2-3 SVT increasing the MID of squad. B) and/or add a fuel cost so that player has to choose between stronger infantry and delaying vehicles. C) Have the ability provide 6 PPsh with a DPS around pioneers scaling in DPS for every soviet building built. D) Move it Penals and model it after MP40 upgrade for VGs, (providing bonuses like grenades,smoke received accuracy...) changing the role of the unit to CQC unit. "Hit the dirt" can be reintroduced in a number of ways. Make the ability a timed one instead of toggle since it can be very effective counter to HMG since the unit can keep a HMG occupied with little causalities. A) As is (timed not toggled). B) As a new ability of defensive commander replacing ourah on conscripts. The combination of ourah and hit the dirt again is rather powerful so by replacing ourah with hit the dirt it easier to balance the ability. The molotov can be replaced by a fragmentation grenade and AT grenade gain more range (15?). C) As an ability for the Commisar squad. D) ability could provide a number of buffs like: gain 5 LOS, 2.5 range, 10 molotov/AT grenade range, *0.90 damage reduction. PMD-6 Anti-personnel Mines/Tank Traps Merge abilities to one and rename to "Defensive Tactics" lower CP to 1. Fix PMD mines to cause 1-2 causalities similar to other mines. C.E. can now built sandbags, PMD mines and tank traps. All Tank traps take now longer to built, they have more HP and can also be dismantled ("cut") by engineer with mine sweepers. Conscripts/Penal can now built wire and PMD mines with slower speed.Maybe even add the dhsk bunker but without the hmg more like fighting positions. "PMD-6M light Anti-Vehicle mines" r replace with a the new ability "AT fortifications" providing PMD-6 At mines and Tank traps to C.E. PMD-6 mines could work with a tweak to use the old USF mines mechanism adding critical when more than 1 is hit. "Booby Trap Territory" reduce cost to 50, replace damage with incendiary, ability now moved to C.E. Rapid Conscription replace conscript with a Shtrafbat units from campaign. Shtrafbat unit has a target size 1 weapon a bit lower than conscript, has a version of merge that heals 6 HP to target but the unit can not reinforce. So the units serve are replacement to troops lost. IL-2 PTAB Anti-Tank Bombing Run should do reduced damage to building (okw trucks) and infantry. IL-2 Sturmovik Attacks (single pass), rename to IL-2 Sturmovik strafe, fix the angle of the guns so that fire on target and not after attack point. Armored Vehicle Detection Redesign ability with 2 parts. First part infantry can detect vehicles to range 70 when static for the duration, second part infantry hitting vehicles provides vision on vehicle similar to UKF hammer tactics for 3 secs. Anti-tank Gun Ambush Tactics Make ability break when unit moves (not rotate) remove movement penalties, make first-strike bonuses come with veterancy or change them to accuracy bonus only or remove them. "Conscript PTRS Package" replace ability with "Penal battalion PTRS Package". Reason, the ability is simply too cost efficient because it overlap with Penal PTRS. Move it to Penals and the ability is fine. "Tank Hunter Ambush Tactics" changes to ATG as explained. Ability now available only for Su-85/Su-76 ability increases rotation speed. Reason ability should useful to AT assets and not for increasing Tank's AI. "IL-2 PTAB Anti-Tank Bombing Run" redesign the ability to do less damage to infantry and building. Optional: completely redesign ability and instead of destroying any slow vehicle to cause a number of criticals. One could reduce the time to drop making harder to avoid but causing criticals instead of catastrophic damage. In: Lobby |
Thread: Suggestions for Commanders Revamp.26 Jul 2018, 12:35 PM
There are 17 Soviet abilities that are available to only one commander some of them should remain "trademark" to the specific commander other can also be used by other commanders. Trademark abilities limit to specific commander. (1) 4CP Spy Network (1) 6CP For Mother Russia (1) 5CP M5 Half-track Assault Group (1) 2CP Tank Hunter Ambush Tactics (1) 2CP Conscript PTRS Package (1) 0CP Forward Headquarters (1) 0CP M4C Sherman (1) 14CP KV-2 Heavy Assault Tank Abilities that can be used by other Commanders. (1)8CP B-4 203mm Howitzer (1) 6CP Booby Trap Territory (1)3CP Repair Station (1)2CP PMD-6 Anti-personnel Mines (1)2CP PMD-6M light Anti-Vehicle mines (1)2CP Tank Traps (1) 10CP IL-2 PTAB Anti-Tank Bombing Run (1) 10CP IL-2 Sturmovik Attacks (single pass) (1)1CP Partisan Troops In: Lobby |
Thread: Suggestions for Commanders Revamp.26 Jul 2018, 11:05 AM
other Soviet abilities: Hit the dirt Merged with PPsh Engineer Salvage kits Removed Soviet industry resource manipulation faster unit production requires redesign. No retreat no Surrender (Not one step back tactics) Resource manipulation requires redesign. Commissar Squad (Not one step back tactics) Manpower Blitz (Not one step back tactics) Resource manipulation unsalvageable. Hold the line (Not one step back tactics) Scorched earth Policy (Not one step back tactics) Tank desant training (Tankovyy Desant Tactics) (commander might be fake) ride on tank bugged Tank infantry Cooperation (Tankovyy Desant Tactics) (commander might be fake) T-34/85 assault group (Tankovyy Desant Tactics) (commander might be fake) Red banner divisions (Overwhelming armor) Green soviet T-34 reserves (Overwhelming armor) Fire and maneuver (Overwhelming armor) Sector air cover (Defense in depth) Forward observation Post (Defense in depth) Machine gun nest (Defense in depth) (Pls add any other soviet abilities available since I currently do not have access to coh2 tools) In: Lobby |
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