Below I list my wishlist for the coming patch, thoughts, ideas, and criticism welcome.
Engineer vet
(Gameplay)
Currently engineer units that upgrade to sweepers have a minimal chance to gain vet, a core concept in COH2. The American and Brit armies can upgrade weapons to relieve this problem, but the Soviets and Wehr cannot. This will bring all engineer units in line with OKW.
-Engineer units can backpack their minesweepers
JagdTiger
(Balance)
The JT has an unfair effect on team games where it becomes a near impossibility to trade with efficiently. It also nullifies non-turreted assault guns too effectively.
-Range reduced to 80 (to normalize with 17pdr)
-Call-in changed to one time (to encourage good use of TD)
-Engine upgrade removed (to encourage good placement and limit ability to influence multiple areas of the battlefield, also allow a good flanking attack to succeed)
-Barrage range normalized with main gun (have the same range to make it obvious to all players its area of effect)
CmdPanther
(Balance)
The CmdPanther is too strong at higher levels of vet. It is still a very attractive tank at vet 0.
-Vet bonuses removed from 3, 4, and 5
-Standard Panther bonuses applied to vet 3, 4 and 5
-MT brought in line with Soviet equivalent (35% increased damage)
Bofors
(Gameplay and balance)
The Bofors completely denies early Wehr play without a FHT. Even with a FHT the Wehr player is very vulnerable to be out teched and must rely heavily on munitions based abilities to attack the Bofors. From the Brit point of view, the Bofors is central to denying the enemy map area while they tech to tanks. The Bofors however generates extremely boring and static play. The changes attempt to please both players.
-Bofors barrage removed (no longer nullifies mortars)
-Bofors gains suppression on its regular fire to deny infantry simply approaching the gun from the front
Schwer HQ
(Gameplay and balance)
Similar to the Bofors the Schwer completely denies interesting flanking from infantry. In teamgames it can be combined with other units too quickly, completely denying whole areas of the map at no additional cost to a team. Indirect fire is far too vulnerable attempting to take it down because of the length of time required.
-Schwer HQ requires upgrade to use gun
On-map static artillery guns
(Balance)
Artillery guns are countered in a binary fashion (access to off-map artillery strikes, then on-map static artillery not useful). In team games especially the idea that a team would not have access to off-maps is unthinkable. The solution applied to AT guns would work well here.
-Guns now survive with 5% health when crew is killed.
+1 i like this