Are airborne guards only supposed to get 4 ppshs? It says in the patchnotes the full squad gets shocks' ppshs but I think in game they still have like 2 svts for some reason. |
I find AT pfusies to be more or less fine. G43 pfusies, on the other hand, are a pain in the ass though. They've got almost every good infantry quality available all rolled into one unit. They lose very little DPS on the move since they get 3 G43s, are good at all ranges, have 6 men squads, have flares for recon, sprint at vet5, and come immediately at min0 (without G43s ofc) so you don't have to handicap yourself to be able to make them later. |
I would like to see a hold fire button added to all HMGs that has the dual functionality that as soon as they are placed on hold fire, they automatically begin a reload cycle. I know some players are clamoring for a manual reload feature so they don’t end up shooting a short burst at a critical point followed by an unavoidable reload. If you go to the bother to add a hold fire button, then you could also give it the dual feature of making the gun reload. Two birds with one stone.
+1 |
If they're going to be free you should at the very least have to set them with infantry or something. Having that much sight all the time for zero input and cost is just kind of ridiculous. |
By all means, realism can be good for gameplay, balance and realism. That said, clamping damage numbers to specific values cannot possibly help with balance. It can be a net neutral, or a detriment, but never a benefit. Realism can obviously help with realism, cannot possibly help with balance, and would probably lead to less gameplay. The only place where I can see it being helpful (again, besides the realism itself) is in ease of understanding/lowering weapon stat complexity slightly.
Anyway, on the gameplay side it has potential issues involving burst damage and having to make some stats absurd to compensate for the fact that you cannot touch damage. Basically, large squad sizes start to have immense potential burst (see old cons) if damage values are clamped high enough. I suppose this wouldn't pose an issue if lethality was lower though. As for having to make some stats absurdly high/low, see the osttruppen kar (where we take their innate 50% accuracy penalty as a part of the weapon itself, to simplify things) vs. the ober kar. The bottom line is that the ober kar performs over 5 times better at some ranges, so if you can't help achieve that by manipulating damage, you probably end up with a squad akin to old cons that has insane potential burst, takes forever in between shots, and barely ever hits (a direction that I think led to an unsatisfying unit), and a squad with lightning fast, laser accurate kars.
I'd like to see each variant of the same gun have the same damage (after all, no amount of training can change that), but I think even that might lead to some issues.
What pops to mind is conscript mosins before they got more accurate and took a damage nerf in return. Sometimes you'd knock a model off a sturm in the first volley, and sometimes every shot would miss and you'd lose the engagement from there. Not a great gameplay mechanic, and the current situation is loads better. |
My point exactly. Lol
I’d like to see CoH 3 have a much simplified system where damage stats are consistent across the board based on caliber type. The main caliber types being pistol, intermediate, rifle and heavy. While not all pistol calibers are equal in real life when compared to each other, when you compare any pistol caliber to any full sized rifle round they might as well be the same! Because the game includes infantry weapons ranging from 9mm handguns all the way up to .50 caliber HMGs you don’t really want to split hairs between .45 ACP vs 9mm or 30-06 vs 8mm Mauser when they are effectively the same.
New damage system should be based off of a 100 hit point Soldier, so damage is easy to convert to hits to kill and works as a percentage value as well.
All pistol caliber weapons deal 10 damage per hit. All intermediate rounds deal 15 per hit. All rifle rounds deal 20 per hit and all HMG rounds deal 35 per hit. These numbers could be adjusted, but they should be universal across all weapons.
DPS of weapons is now determined by rate of fire, burst duration for automatic weapons and accuracy at various ranges. You can tweak accuracy and rate of fire from unit to unit so even though M1 Garands and K98s now do the same damage per shot, the M1 is still better at closer ranges due to a higher rate of fire, while K98s have a higher stationary accuracy at longer ranges.
This would also make telling what sort of weapon you squad has tell you directly how to use them and allow for interesting weapon profiles. For example the M1 carbine would be an intermediate round with a quick rate of fire, in veteran troops hands it’s a very powerful weapon due to veterans having higher accuracy and rate of fire values given to them, while weaker units armed with them might have a lower rate of fire, like weapon crews.
Yeah something like that would probably make a lot more sense, and it'd be a lot closer to real life. It'd be hard to balance possibly for each individual squad, but I guess your last paragraph would address that.
Although shouldn't infantry rifles and hmgs deal the same damage per bullet since it's the same round at more or less the same muzzle velocity? |
The fact that this question is even being asked shows just how unintuitive the weapons can be be in CoH 2. Other great examples of this are how M1 Carbines on paratroopers do more damage per shot than M1 Garands on Riflemen and how Kar98ks on VolksGrenadiers and Grenadiers have totally different stats.
Whatever CoH 3 does for weapons performance, it needs to be more intuitive and consistent.
Or the 3 different types of stg44s or 2 different grease guns, 2 stens, 2 mp40s. One of the only infantry weapons that's ever on multiple squads that actually stays the same is the thompson lol.
Lelic plz. |
That would be a big improvement and make it a lot more viable.
+1 |
Elefants have enough range that they shouldn't be getting shot at. They self spot with spotting scopes too. |
Commandoooooooooossssss.
I like going vickers then two additional sections into either single or double engies (depending on if I want a flamer or not), then getting one or two commandos. Sometimes I'll throw a sniper in somewhere (always if he gets one) depending on whether or not I want one, and then AEC. The vickers can out-DPS the 42 in the first engagements given equal cover and good RNG (assuming you don't get suppressed first), and commandos are excellent against team weapon-heavy strategies if you get good with them.
I use commandos a ton so if you want any pointers on their specific use too I'd be happy to help. |