Mate, pls
It's a fair point. Both are defensive factions with good team weapons/emplacements, long-ranged mainline infantry that are weak up close, and a reliance on stock late-game armour to be aggressive. The differences mainly come down to when they were designed (teching structure, repair speeds, veterancy) and faction fluff differences.
Honestly, I'd say UKF are the second-best designed faction in the game (Ostheer being the best). |
That´s rather because the Comet is overperforming.
What makes the Comet over-perform? I've always found it very close in performance to a Panther, just with different specialties.
320 armor (panther)
1280 hp (king tiger)
510 mp 185 fuel
16 pop (panther)
there.
It might need a little more balancing, but that sounds great.
any one tried churchill + command vehicle(AEC or bren ) + Firefly ?? or a single comet is better than that ?
Cromwells and a Command Vehicle are better, simply because you can get more guns (the main thing the Command Vehicle buffs) for the same price. The Churchill actually has a slightly worse version of the Cromwell's gun.
The Churchill should get armor values in between that of a Tiger and IS-2. The health pool should go down to that of other heavy tanks. I don´t like that there is no reward for flanking and circling it with mediums as it takes way too many shots to finish. Meanwhile most guns go through the frontal armor. Thus smart usage of the Churchill isn´t rewarded nor is bad usage punished. I think it´s rather boring.
What do you think of Firesparks' suggestion?
So, if armor is ok, gun is ok - what's wrong with Churchill then? That's question to OP, cos I don't understand his point about Chruchill at all.
You're essentially paying more for a medium tank that sacrifices the scaling benefits of a medium tank (flanking ability, speed) for durability. This leaves it in a position where it can't reposition fast enough to scare off capping squads or chase medium tanks and its main gun isn't good enough (slightly weaker than the Cromwell's) to fight anything else head-on.
In addition, the armour only affects engagements with light and medium tanks, not AT guns or (medium/heavy) tank destroyers, which reduces the Churchill's impact.
As an aside, the Churchill would actually have great anti-infantry veterancy if tank MGs weren't mostly decorative since it gets two more hull MGs at vet 1.
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the bofor suppression barrage need its range lowered to 60 meters from 80 meter. The suppression barrage basically allow the emplacement to counter its own counter, the mortar. As the ostheer you're basically locked into the mortar HT in order to counter the emplacement.
the mortar emplacement should have its auto fire range lowered to 80 meters. 115 meter is far too much coverage. maybe lower cost to 360 mp to compensate. the emplacement can still use its 115 meter barrage range to attack distance enemy.
the tommies' artillery flare should get a range buff back to 35 meters. It's a ridiculously easy to dodge artillery due to the obvious red smoke and long delay. The only thing that can't reasonably dodge it is the immobile okw truck or ost bunker.
Great suggestions. The Mortar Pit's barrage should probably have its cooldown lowered (to prevent ISGs hard-countering it by moving slightly every so often) and the AOE on the second barrage weapon fixed.
-1.
You deserve getting everything you get if you are going to play sim city. removing a leig from the battlefield only requires you push forward.
Pardon me, but are you aware that the Mortar Pit is currently the only stock indirect fire option (and early-mid game indirect fire counter) for UKF? |
I ran the numbers in another thread:
I think the crushing change is net good. It'll allow Relic to balance tanks against infantry without having to take into account their mobility and turning rate.
Let's look at the numbers of the other Cromwell nerf:
Weapon | Accuracy (N/M/F) | AT gun | 0.06/0.05/0.04 | Ost Panzerschreck | 0.069/0.052/0.028 | OKW Panzerschreck | 0.05/0.0375/0.025 |
Weapon | Size 18 | Size 23 |
AT gun hit chance (N/M/F) | 100%/90%/72% | 100%/100%/92% |
Expected AT gun shots to kill (N/M/F) | 4/4.44/5.56 | 4/4/4.35 |
Ost Panzerschreck hit chance (N/M/F) | 100%/93.6%/50.04% | 100%/100%/64.4% |
Expected Ost Panzerschreck shots to kill (N/M/F) | 6/6.41/11.90 | 6/6/9.32 |
OKW Panzerschreck hit chance (N/M/F) | 90%/67.5%/45% | 100%/86.25%/57.5% |
Expected OKW Panzerschreck shots to kill (N/M/F) | 6.67/8.89/13.33 | 6/6.96/10.43 |
The effect of the target size change is mostly in the Cromwell's ability to kite and make hit-and-run attacks. It does seem to be a little much given the sizes of comparable tanks (20-22) and that the Centaur is also size 18.
Looking at the stats, I think the OKW Panzerschreck might need an accuracy buff now it's on Sturmpioneers.
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The way that Planet Smasher has explained to me, it is impossible to add a mobile version of the Brit mortar in the game:
https://www.coh2.org/topic/52470/mod-request-garrisonable-mortar-pits
This is something that only Relic can do; however I don't think it matters much (just use a different model). I posit that if the emplacement revamp idea catches on Relic might be willing to code in some animations for the mobile 3-inch mortar.
However, we (i.e., Planet Smasher; I have 0 skill in this) have been working on adapting UKF emplacements to feel more natural, and removing the need for brace (e.g., Pit -> garrisonable Trench, 17pdr -> pak43).
Planet Smasher has been very busy with RL stuff, thus our progress has halted. If you want to help me, I would really really really appreciate your help, since I have absolutely 0 experience with modding.
When I made the 60mm copy, I just switched the weapon crew models from USF weapon crew to Vickers weapon crew. The stats and text for captured weapons did the rest. The only problems with my current implementation are that I haven't changed the name and flavour text and that it uses a USF icon in the building menu.
I'd certainly be willing to mod some things for you but I couldn't promise constant, immediate updates. I'm looking at a fairly busy period myself and I'm not the greatest modder. Send me a PM with what you need and I'll tell you if I can do it.
I actually rethought this. We might be having the same idea about how to modify Tommies, but we present this in a different way.
Both our ideas boil down to making Tommies more hard-hitting than Sappers (and, if necessary, squishier, so that there is a trade-off). In both the current implementation and (your) proposed implementation, there will still remain a gap between Tommies in-cover and Tommies out-of-cover.
In my idea, I explained one way to achieve this is to trade off some received accuracy for (offsensive) accuracy. If Tommies receive enough accuracy, their Brens will already become more hard-hitting than Sappers when both squads reach Vet3.
Another possible trade-off is to give away some received accuracy at Vet0 for accuracy (or cooldown, or reload etc) for Brens, Piats, Enfields. This is identical to your idea about turning the cover penalty into a cover bonus.
However, I feel it will be easier on the maintaining team to keep track of this, as they won't have to check whether they should apply the bonus to the weapons or not. (what will happen if Relic decides to add purchasable <insert weapon name> as an upgrade to Tommies in the future?). In my mind, easier to maintain = simpler = better
Accuracy veterancy would certainly be a good way to go about it. I'd prefer to keep their initial target size constant and reduce their vet 2 received accuracy bonus as a trade-off (increasing the multiplier from 0.76 to 0.85?).
The accuracy gain would also need to be fairly gradual. Having a 40% accuracy increase spread across all three vet levels (i.e., 12% vet 1, 12% vet 2, 12% vet 3) would be a good starting point. Reload bonuses would also help with their PIAT performance, although I'd need to have a look at the numbers for that.
Actually, if you think about it, Tommies are the absolute worst mainline for picking up capturable weapons (and not just because of the Vet3 bug). This is because slot weapons benefit from offensive veterancy, of which Tommies get very little. A grenadier squad with an LMG34 is a death god (+40% accuracy). That's even worse if you give it to a Sturmpioneer, or a Penal squad squad (+70% accuracy).
Tommies get the short end of the stick here, which makes them inferior for picking up weapons ("only" +20% accuracy, cover penalty). The only reason you would consider giving weapons to Tommies though, is because none of the UKF squads receive any offensive bonuses whatsoever (Sappers get 0 in that regard).
Hence, turning some received accuracy into (offensive) accuracy will probably wipe off the need to turn the cover penalty into a cover bonus.
Fair points. I've been coming at it from a position of "buffing IS without buffing IS" simply because balance problems are blamed on the faction in its entirety, not the individual units (Bofors!). |
If anyone would like to test a Hetzer tank destroyer, here's a mod.
The Hetzer TD comes from the Battlegroup Headquarters and costs roughly as much as the Flame Hetzer. It's a slightly more expensive Stug with a gimmick. Please don't expect it to be anywhere near balanced. |
- The idea behind Recon Sections is that you sacrifice firepower (Brens/Piats etc) for mobility.
Recon sections can still remain pretty terrible at close range, but at least you will be able to relocate them. More importantly, you will be able to chase units down with Recon sections (which is something that Tommies are terrible at)
e.g., chasing an MG/sniper while it relocates at mid range.
I don't want to make Recon Sections the new-new Penals. (they don't deserve to!)
...
- Regarding smoke; I wasn't thinking of giving Tommies access to smoke directly. More like giving the faction some way to deploy smoke.
Currently, the only options are Vet1 Mortar emplacements (static) and AEC (90 second cooldown). If Tommies could choose between calling down howitzer barrage or a smoke barrage, Artillery flares (and Tommies) would immediately become more useful (without having to buff their AI to infantry-melting levels).
How is that mobile mortar you and PlanetSmasher were working on going? An easy way to buff the UKF early game without introducing new upgrades would be to move Sappers to T0 (with emplacements restricted to their current tiers) and fill their spot in T1 with a mobile mortar.
You can then go for long-range Tommy DPS or the less powerful but better at chasing Sappers. As a bonus, you also don't have to rely on the Mortar Pit.
EDIT: I've implemented this into the mod I posted earlier. Sappers are now in T0 and UKF has a copy of the USF 60mm mortar in T1.
- About Artillery. I almost always use the Sniper version of the Artillery, which (I could swear!) calls down 3 shells per howitzer + 4 airburst shells (if you went anvil). There are basically 4 ways to use the 25pounders:
- The Royal Arty barrage
- Sniper flares
- Tommy flares
- Forward Assembly flares
Is it easy to verify whether some of these abilities behave differently than others? (otherwise I have to check this tonight and I'll edit this post with the answer)
I usually use the Sniper version as well (better range and don't have to give up healing).
The Tommy, Forward HQ and Sniper call-ins all fire six shells per Howitzer. The Royal Arty barrage fires three per howitzer.
I've already mentioned something similar in another thread. Relic would probably want to balance Brens according to how they behave on Tommies, because if Brens=strong and Brens-on-Tommies=Ober-strong, faces will melt. Thus, in order to retain the vision of giving Tommies better Brens than Sappers (cover bonus included), the Sapper version will have to be pushed down, to make room for the (upgraded) Tommy version.
If we really must absolutely give Tommies an actual cover bonus, we could do the following:
- Retain cover penalty (on a similar-ish level)
- Implement a tiny cover bonus, that will also work for picked-up weapons. (I don't know if the bonus would have to be 1%, 5% or 10%; I am not good with DPS numbers). However, it would have to be small to retain a relative level of balance.
- The actual bonus (for captured weapons etc) would be justifiable for Tommies because: they don't get decent accuracy veterancy, they have smaller utility than other mainline infantry (if we keep them as is), and they are static.
- However, I would still be _very_ concerned about the A-moving effect.
I'm probably not being clear enough or misunderstanding you, but the issue I'm trying to solve with that change is that weapon upgrades (the major scaling mechanic for infantry) are better on Sappers than on Tommies.
This is because Sappers currently get a better Bren (fixed by giving them the Tommy Bren) and don't suffer the out-of-cover penalty (fixed by moving the penalty to the weapons and giving Tommies a bonus in cover to return them to their previous in-cover performance).
The practical effect of this is that Tommy performance stays the same but Sapper performance (with Brens, Vickers and PIATs) is reduced to an out-of-cover Tommy level. You could easily adjust how this works with the Sapper cover bonus (i.e., keeping the current cover bonus for their Stens but giving them the Tommy cover bonus with other weapons) to ensure they weren't nerfed into the ground.
From the thread in which I first suggested changing the cover penalty, captured weapons make up a percentage of the reasons against it completely disproportionate to their effect. I'd prefer captured weapons didn't benefit from the cover bonus simply to defuse that issue before it starts.
If there is a graceful way to balance UKF early game without giving their mainline infantry snares (and also retain the mainline infantry relevant), I would go for that.
Finally, regarding PIATs. They are too spammable currently (and way too good for their current price).
I agree with the price increase (50 might be cheap still), and I also agree that giving PIATs a faster projectile will ease the micro tax (thus bringing together the low-end and high-end users, so that the price increase becomes justifiable). However, PIATs is something that can/should be settled in a thread of its own.
(off-topic: Is it moddable to give PIATs a tracking projectile, while also retaining their hedge-hopping aspect?)
Making performance more consistent between pros and newbies is exactly what I'm going for with those changes. I think 50-55 munitions is a good price. PIATs are powerful but not quite as all-round useful as Panzerschrecks.
It's simple if you don't mind losing artillery targeting and might not be possible if you want to keep it. I would prefer that PIATs stayed a slightly more skill-shot/dodgeable weapon than Panzerschrecks or Bazookas, so I won't be making that mod. |
USF:
Standard Mines:
- Triggers on everything
- Does 200 damage
- 1/3 chance of destroying a vehicle's engine, 2/3 chance of only damaging it
M20 Mines:
- Triggers on vehicles only
- Does 400 damage
- Immobilises vehicles
UKF:
Standard Mines:
- Triggers on everything
- Does 200 damage
- 1/3 chance of destroying a vehicle's engine, 2/3 chance of only damaging it
Soviets:
Standard Mines:
- Triggers on everything
- Does 200 damage
- 1/3 chance of destroying a vehicle's engine, 2/3 chance of only damaging it
Tripwire Flare
- Does no damage
- Triggers on everything
- Kills all infantry models within a radius of 2
Light Anti-Vehicle Mines
- Trigger on vehicles only
- Do 40 damage
- Crew Shocks vehicles
Anti-Personnel Mines
- Triggers on everything
- Does 40 damage
Ostheer:
S-Mine Field
- Lays four fields per order
- Has warning signposts
- Triggers on everything
- Does 40 damage
Teller Mine
- Triggers on vehicles only
- Does 400 damage
- 1/3 chance of destroying a vehicle's engine, 2/3 chance of only damaging it
Riegel 43 AT Mine
- Triggers on vehicles only
- Does 320 damage
- Immobilises vehicles
OKW:
Standard Mines:
- Triggers on everything
- Does 200 damage
- 1/3 chance of destroying a vehicle's engine, 2/3 chance of only damaging it
Hope this helps. |
I think the crushing change is net good. It'll allow Relic to balance tanks against infantry without having to take into account their mobility and turning rate.
Let's look at the numbers of the other Cromwell nerf:
Weapon | Accuracy (N/M/F) | AT gun | 0.06/0.05/0.04 | Ost Panzerschreck | 0.069/0.052/0.028 | OKW Panzerschreck | 0.05/0.0375/0.025 |
Weapon | Size 18 | Size 23 |
AT gun hit chance (N/M/F) | 100%/90%/72% | 100%/100%/92% |
Expected AT gun shots to kill (N/M/F) | 4/4.44/5.56 | 4/4/4.35 |
Ost Panzerschreck hit chance (N/M/F) | 100%/93.6%/50.04% | 100%/100%/64.4% |
Expected Ost Panzerschreck shots to kill (N/M/F) | 6/6.41/11.90 | 6/6/9.32 |
OKW Panzerschreck hit chance (N/M/F) | 90%/67.5%/45% | 100%/86.25%/57.5% |
Expected OKW Panzerschreck shots to kill (N/M/F) | 6.67/8.89/13.33 | 6/6.96/10.43 |
The effect of the target size change is mostly in the Cromwell's ability to kite and make hit-and-run attacks. It does seem to be a little much given the sizes of comparable tanks (20-22) and that the Centaur is also size 18.
Looking at the stats, I think the OKW Panzerschreck might need an accuracy buff now it's on Sturmpioneers.
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3) In combination with the above problems there are too few points on many maps and of the points there are they tend to be placed both too safely outside of the bases and the VPs too close to each other. This is something which again really affects many 1v1 maps used for 2v2, but also the linear 2v2 maps. Just imagine if VPs were placed like that, with one right outside of each team's base and then a single one in the center, on a linear map. That should make you understand how bad this kind of placement is for resource points (with the additional problem of there being too few resource points).
The solution is to both swap around & create more points on the maps that need it.
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5) Lastly, and I think this is the least likely change because people would regard it as too drastic so I'm just throwing this out there compared to the 4 first points that I'm convinced are problems and have solutions. The amount of Victory Points should scale UP with player amount, with a base of 3. So 1v1 maps have 3, 2v2 have 5, 3v3 have 7 and 4v4 have 9. Or it could be 2v2=5, 3v3=9 and 4v4=13 (has to be 13 instead of 4x3=12 to maintain them unevenly), it depends on which kind of mathematical pattern you want to have for them. This would prevent players' complaints of obnoxious strategies for VP camping and it would create the same kind of dynamism in team games which is intended by having 3 victory points in 1v1s in the first place. You wouldn't be able to have a single player on a team lock down the entire map's victory points or a team concentrating everything they have around some centerpoint knowing it's gg because they have a jagdtiger/emplacements/whatever and can go make tea, but he could still take his share of them so it would still be a viable strategy.
One of the major issues with team games is that you have roughly the same number of capturable points as in 1v1 but twice, thrice or four times the units fighting over them. Either you reduce resource income (including manpower and pop cap) by dividing 1v1 income among all the players or you multiply the number of all points by the number of players and divide their resource output (and VP drain) accordingly. Since the latter is more likely to have larger armies, it's probably the best option.
Cache income should also be divided among all players in team games.
4) Forward retreat points screw the game up. They make it too binary: you either completely destroy his position or you get flooded off the map because his units can spend way more time on it than yours, no matter if you generally win engagements or not. And if the first 3 problems were fixed they still would, because aside from letting you place your base more forward as they do now, they would also let you place your base closer to both the center and your teammate.
The solution is to both implement the fixes to the first 3 problems and then restrict how far away from your base sector you can place a forward retreat.
I don't think forward retreat points would work well with a straight distance restriction. I'd prefer to have either a munitions/manpower payment to activate them temporarily or a munitions/manpower income drain while they're active.
Adding FRPs to the Soviets and Ostheer would also be good.
Thank you for taking your time to read all of this and I hope it was constructive.
Thank you for writing it. |