Lots of good feedback guys.
Regarding the Hetzer ideas: Major overlap issues with JP4 aside, it's not something we are able to tackle with current limitations.
However, we really like Smartie's idea for a 223 in this doctrine. Apparently, a model exists. Here are a few designs we are thinking about.
1) Regular 223. This unit costs approx 250/ 20. Combat ability similar to a 221. Signal Relay and healing are upgrades, which can be mutually exclusive. Approximately 50MP + 10/15 fuel extra each
2) Stock signal 223, same combat ability. Signal relay comes as stock. Healing is a purchasable upgrade. Base cost 250/ 25. Healing cost 100 MP - 15 fuel
3) Full 223: Comes with signal and healing as stock. This option would likely cost Mp 325 Fuel 35/40
All options would be cp1.
Base signal range would be approx 100, with increased range with vet.
Additional Notes: We envisage signal relay being a passive in this instance.
There is also the advantage that there is counterplay to this version of Signal relay, by hunting the 223. Some people do not like the current version due to no counterplay/ interactivity.
Yes, in isolation, the signal relay itself will be weaker. However the trade off is this could be a cool utility vehicle, with good early game dps.
It would offer a more interactive and less cheesy way of using signal relay, whilst also offering t3 OKW builds a different form of healing.
Cost and pop cap 100% subject to change
Thoughts?
If it's actually going to be armored (not take bullet damage at all), unlike the 222, then I'm all for it.
If it's going to take bullet damage, I'm against it.
And if you make both the 223 and the 222 armored as a result of these changes, I will pre-order the next Relic game the second it's announced.
There definitely needs to be something done to make signal relay actually used (I practically never deploy the halftrack buildings outside the base), but giving an Axis faction yet another unarmored "armored car" is a bad idea no matter how you spin it. |
There is no damage modifier to osttruppen cover bonus, there is only accuracy modifier for their rifles.
Huh, I could've sworn I saw figures like "125%" or something in the patch notes. Surely, accuracy can't be more than 100%? I think I'm still missing something about these bonuses. |
Thought of a follow-up question: does the Osttruppen cover-based damage bonus affect their Panzerfaust damage?
Is it worth trying to get into cover while running up to a tank or armored vehicle to deal more damage with the Faust? |
It might seem weird to have two tanks on a defence commander, but the Elefant isn't even remotely meant for aggressive offence attacks, it's basically a tank sniper.
Regardless, it'll destroy the theme. And the theme of a commander is more than just aesthetics.
If you're playing a Defensive commander themed with stationary defenses, then you need to plan accordingly and figure out a way to prevent stationary emplacements from being annihilated.
If something can be added to the commander to help with that, then that'd be great. But replacing a stationary emplacement with the Elephant is not the way to go. |
The Stug-e can be field before there is any proper counter like vs USF T1 start if the Ostheer player get a bit of a fuel advantage, you have nothing to face it.
So now it was the case before but at least the unit wasn't so resilient. The unit still has a good armor, enough to deflect sherman shots.
-Health from 480 to 560
-Target size from 20 to 17
-Veterancy 2 reload bonus from 0.9 to 0.85
Now you get a early mini brumbar with few downside.
I have absolutely no sympathy for Allies over this.
Allies all get actually armored armored vehicles or light tanks, while Ostheer is stuck with an unarmored "armored car" and OKW is stuck with a two-hits-to-kill flak turret on wheels if the player dares to desire proper healing for his troops.
As soon as Axis factions get the ability to brutally harass enemy infantry early on while taking literally zero damage the way Allies do, I'll feel more sympathetic to issues like this. |
You never could hull-down a 222 in the first place.
Unless I dreamt it up in some fever dream, I'm quite certain Hull Down worked on 222s at some point, possibly very long ago around vanilla CoH2.
I distinctly have visual recollection of hulling down a 222 at least a few times.
Either way, would love to see improvements to Festung Armor, perhaps replacing Command Tank with something better or buffing the Command Tank so that it can actually penetrate medium tanks, since the defensive buff it grants was apparently deemed too powerful and nerfed into such a sorry state. |
Then base MGs/flak should also be uncontrollable. Can't have your cake and eat it but suddenly change the rules for OKW. |
Nooby rifle nades?
Good luck ever defeating Allied infantry units (2x survivability, 2x damage compared to Ostheer) without using a rifle nade in almost every engagement.
And good luck leaving your base against the early vehicles every single Allied player now fields without using 120+ munitions on Panzerfausts to take it down.
Ostheer has never and continues to not have any spare munitions throughout the entire match, and due to the inherent flaws of four-man squads (instantly losing their first model in every engagement), is starved for manpower as well. |
The high munition price of bars makes it hard to use grenades. The time to upgrade and price mean early grenade tech is suicide. If you try going early grenades, you will be swarmed by infantry.
Welcome to Ostheer, where building a healing bunker and/or resource cache means the exact same thing, making for a suicidal choice unless you're already ahead.
It's absurd just how much munitions OKW and Soviets float pretty much at all times in every match, while Ostheer is ALWAYS starved for Munitions.
If USF has finally joined the club (whether regarding manpower or munitions), maybe someone will actually take a look at resource income/consumption disparities between factions after years of such problems? |
There's absolutely no reason to have any kind of weapon be unable to be targeted by the player, ever.
Doesn't make any sense and needs to be remedied, regardless of what it was like in the past. |