Well, the obvious solution here is to simply make it instant again so that you can counter snipe Sov sniper teams.
Make the incendiary explosive round instant would be broken, the soviet player has to have a chance to react.
Counter sniping requires too much attention and micro, why don't you do what every OST does and run it down w/ a scout car?
That or run double turbo mortars, keep him dancing while you let your mortars auto-fire and he'll have to micro the shit out of them, while you are free to tear up the map.
In higher level play you can't really chase snipers with scout cars because the soviet player always keeps something protecting the sniper against armor/infantry and investing 480 manpower to counter a sniper team means that you'll have less squads in the field and thus have less map presence or your mortars will be flanked and stolen.
OST sniper being able to counter snipe both Soviet ones would be unfair, since he already has an advantage in everything else (especially the crazy rate of fire) except for vet ability
Ofc I wasn't saying that one wehr sniper should counter two soviet snipers, but one should be able to counter one soviet sniper team.
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Before going any further lets define what each sniper job is. Soviet sniper teams main job is to counter team weapons while the Wehr sniper main job is to counter other snipers.
Now to the topic:
With these "new" double soviet sniper teams strats it called to my attention how Wehr and Soviet snipers react to each other. It feels like Soviet snipers fire 1/2 sec too fast for the Wehr sniper to counter them or the incendiary explosive round is bugged. Investing 360 manpower to counter one model of the sniper team and then get rekt by the other model because the ability to counter the sniper team misses/doesn't fire in time is kind of frustrating.
What do you guys have to say about this? How would you balance their relationship?
Personally I would make soviet sniper teams fire 1 secound later and change the flare ability (soviets already have too many flares, something new and fresh is needed) to a version of the RE's supressive fire but make it good and have the same range as the sniper can fire, reason being to help support infantry. |
We can all agree that this game is very competitive and thus the more skilled/timing based abilities the game has the better right? Then why do so many commanders have "loiters" such as stuka close air support (Wehr), Il-2 sturmovik attack (Soviet), strafing support (UKF), strafing run (Wehr), P-47 rocket strafe (USF)? These should only be in commanders that don't have any/strong tanks associated with them or commanders that are considered underpowered, for exemple Soviet combined arms doctrine or Close air support doctrine.
It makes no sense that players get area denied because of one click abilities that dont require much tactical decision or skill to use. Why not instead replace most "loiters" with strafe planes and buff those with lower cooldown and/or muni cost or buff damage versus infantry or tanks (not both in the same strafe).
"Loiters" as they are now don't make the game interesting in any way and only reinforces the decisions on why players always use the same commanders all the time. Let's make the game more tactical rather than spammy. |
Arguably the most over powered unit in the game right now, once it hits the field you need a lot of firepower to take it down but the problem is the damn flamethrower that counters AT guns without any real efford from the player (get in range and let the flamethrower do it's thing). One similar tank to the churchill crocodile is the Kv-8 that at least can't fire both guns at the same time which in result makes it a bit more balanced.
My suggestion would be to restrict the churchill crocodile to only one commander (Special weapons fits the theme I guess) and create one ability for it to saturate an area with flames but on the other hand remove the autofire of the flamethrower. If that doesn't prove enough maybe reduce its movement speed just enough so it can't move around too fast.
What are your thoughts on this unit? How do you think it would bring something new/fresh and valuable to the game in a tactical level? How would you make it more reasonable to deal with? |
I have never found flamethrowers, demos, or minelaying to be useless.
At all.
They're only useless when you don't have access to them.
Or I guess if you have to spent fuel to get them after x cps.
They are kinda useless in the sense of raw combat. |
The thing is that USF already has a ton of doctrinal infantry that either have no soul (Rangers) or are useless (live-version Assault Engineers). So, why not fix what we already have?
Plus, the M3 bundle needs to be cheap, otherwise nobody is ever going to bother with it over the Ambulance. Without the M3, mechanized will have no soul either.
I have a suggestion for rangers. Why not make them like they are in ardennes assault? Come with thompson's and can upgrade two bazooka's that they can "put away" whenever they need them. This way rangers would be an expensive unit to breakthrough enemy lines and truly "lead the way". Note that the reinforcement cost of rangers should be quite high to prevent unit spam. |
Both should have 10 sec timers and a lower cost ofc and be used solely to blow up structures caches abandoned weapons ect.
How do you expect to restrict a player to only use those versus structures? Just remove them from the game or replace by something like what I said before. There are and could be so many interesting abilities instead of demos but people like the spike of dopamine when they blow up a squad or blob.
Another thing is the fact that "all" soviet squads have flares... Why?! That just over saturates flares and leaves the feeling of repetitive and lazy unit design. Apart from those, the main soviet army is, imo, the best put together faction in coh2. |
Blowing up annoying buildings, bunkers and structure, not that thats what they are used for most of the time, but thats why they were put in and why they should stay. without the wiping guys walking in an open field part
Then replace the explosion of the "destroy cover" ability with the demo one and done, you have your ability to destroy buildings, bunker and structures that most likely you wont ever use. |
Tbh demos are another game mechanic that doesn't work in multiplayer unless it's in the form of the "destroy cover" ability. I would just remove demos, what really interesting and strategic diversity do they actually give to the game? no skill one click wiping squads? hmm yeah... |
I think its not possible to define for squads becouse squads have no postition, only models do.
What I mean by good play is defencive placement in green cover. If opponents attacks position using hmg, he should not be able to supress squad in green cover quickly, just becouse there are other squads in other green cover nearby.
I'm sure there is a way to reduce the effects of said "shared supression" to squads that are in heavy cover, same mechanic that make brit infantry sections have different stats when in cover. And this wouldn't really affect squads in cover anyway because it would only apply to squads that are close together as if in a command group kinda distance from each other, you dont really see that with squads in cover. |