It also lets you skip Tier 1 and still have snares. Good for cloaking Panzergrenadier builds. |
Another option, which I've made a thread for ( https://www.coh2.org/topic/95452/okw-fourth-truck) is to physically split the SPHQ in two.
Have an unarmed tech structure, and a big flak truck you can build wherever. |
Not to mention RE's .30 caliber carbine rounds won't bewilderingly do more damage than RM's full-size .30-06 rifle rounds against vehicles.
stealth kubel buff
Have the Balance Team considered doing this with Soviets too? When Mosins changed, the Combat Engineers never got the new ones. They've still got the high damage RNG-cannons. |
So how would you be able to tell the difference between the schwerHQ and the mech HQ if they both look like mech?
The stuff that spawns around the HQs (the sandbags, pylons, electricity generators) isn't part of the model.
Just spawn different stuff around the SPHQ to make it look distinct. |
SEPTEMBER 2019 PATCH PREVIEW - Version 1.1 Changes
USF
Changes to both of the following units were discussed before release. The team has decided to include for testing after initial feedback.
Riflemen
We think Riflemen are solid infantry that scale very well, but we would like to put more emphasis on the engagement range dynamics between them and long range Axis squads. Their near range (and thereby their near DPS) will be slightly increased, which will naturally slightly increase their DPS up to range 16
- Near range from 3 to 6
Rear Echelon Troops
To make Rear Echelon Troops carbines perform more consistently, as currently they are very RNG dependent with their low accuracy but high rate of fire and damage, their accuracy has been increased. In return their damage per bullet will be reduced, to keep the same total DPS as now
- Damage from 10 to 8
- Accuracy from 0.403/0.288/0.23 to 0.51/0.3456/0.276
inb4 avalanche of fury
These look like sensible changes. RETs in particular will definitely appreciate the consistency changes. |
A potential solution to the issue of the SPHQ being too risky to use:
- Switch the model on the Schwerer Panzer Headquarters to that of the Mechanized Regiment Headquarters. No gun, no reason to build it outside your base, same cost.
- Add a fourth OKW truck option, the Sector Defence Emplacement. This builds the truck with the Flak gun on it.
- Limited to one, priced according to its power, doesn't build anything.
No free giant gun with teching, but if you pay for it, said giant gun is actually useable.
Problem elegantly solved. |
I'd be fine with that lol.
I mean, some cutoffs are so close to your own base that it's not even a big risk to have it cover them though, and if you lose it you can always just take spec ops or go for a kt and at least be not that far behind once it arrives.
You can't take Spec Ops. The new patch is doing away with call-in heavies.
I think the half-SPHQ should have the JPIV in it. That way, losing the SPHQ still HURTS, but it's not such an unthinkably insane risk that no sensible player would countenance it. |
Double healing, yes. Double medics, not so much
That's the same thing. |
You seem to completely miss the point. The SPHQ's primary role is indeed producing tanks, so why should OKW get bailed out with a cheap replacement if they put it on the frontline carelessly and lose it? No one is forcing players to do that, OKW doesn't need to do that to survive, it's just an option. If you want to produce tanks, and if you want to be able to produce tanks throughout the match, put it somewhere safe. A free big area denial tool should not come without substantial risks. Enemies should be rewarded for succesfully assaulting and killing it.
But OKW does need to produce tanks to survive.
You've got a unit that screams 'look at my big gun, use me to defend something' but which comes with such insane risks that no sensible player would ever build it outside their base.
It'd be better to remove the gun entirely than make it a trap. |
Removing stealth moving is a great idea, but a toggle implementation is going to make the unit even jankier.
Please consider making it automatically cloak when stationary instead. It's not as effective at hiding the unit as a toggle, but it's orders of magnitude nicer to use. |