Coh 2 is about counterplay right? Why not simply add effective counters for emplacements?
Certain weapons like flame could ignore brace, Brumbar being a siege cannon could ingore brace, OKW incediary grenades, bundled grenades, p-werfer, hell stuka vus technically could.
It doesn't diminish brace as that still protects the emplacement from indirect, tank and small arms fire, but it does reward players for gettin a volks squad/flametrack on top of say a mortar pit early game, just as giving players proper counters to sim-city outside of the LEFH. |
Your text..
Loopdloop has the right concept, although I would say that all support weapons bar maybe the maxim are useless on their own. OST is the combined arms faction after all, they require their units to work in tandem to get the best results, hence why so many are specialized.
OST infantry aren't supposed to suck, but they are meant to be somewhat limited in exchange for the large roster of vehicles and high quality support weapons. As the mod team has stated, the OST infantry are the gold-standard for balance.
Currently the reason that OST infantry suffer isn't the fact that overall they are too weak (except maybe grens early damage output, they do nothing to disocurage flanking rifles and penals from breaking cover and rushing them into close range when protecting somthing like an mg)its the other elements of the faction they work with/protect that fail to properly support them in turn.
Their support weapons are consistently wiped by the likes of the far too potent indirect fire options available to mainly the WFA, watch a matchup of SOV vs OST and its easy to see why OST is on far better terms as SOV indirect is mainly area denial through their innacurate mortars and high scatter katy. OST weapon teams are forced to relocate under that fire whereas the LM, calliope, mortar pit, USF mortar and pack howi all simply wipe them beofore they can pack up, meaning that the other team either steals/destroys the weapon, prevents any vet from accumalating on the team and prevents it redeploying and keeping the grens/p-grens supported against the more powerful enemy infantry/tanks.
The other problem is that overall (stug excluded, as he kinda overperforms and is basically the faction crutch) is that most OST tanks underperform, the Ostwind is really unreliable and so squishy, the P4 sub-standard for its price and is easily outclassed by its equivalents, the Panther is a relic left over from the vanilla gameplay, the Brumbar is again arguably unreliable (unless one understands how to use attack ground, as then its a heavy micro beast).
So without proper support elements, the OST infantry will keep consistently losing engagements until these problems are adressed, they aren't supposed to work standalone and that reflects in their smaller size and more limited abilities compared to say rifles. Hell if the Ostwind was up to scratch, I imagine the infantry engagements would be far less one sided if OST had something reliable to counter the mid-game infantry when they gain their weapon upgrades and begin stomping on the OST infantry and overwhelming their mgs. |
If anything, I'd prefer abandon vehicle to move away from RNG and become something a player can actively force with the right conditions. A crew would only really abandon a vehicle if it were immobile or if it was completely incapable of firing in the midst of live combat.
Perhaps if a tank has less than 25% health and already has a major critical like destroyed engine, destroyed main gun or is immobilized then abilities like a snare will actively force the vehicle to be abandoned, meaning players can actually have the ability to punish those who use thingslike tanks unsupported. |
The Cromwell's speed and fire rate is a trade off for armour and penetration. In a head on battle, a P4 will win.
| !I'm sorry but just fire up cheatmod and test the cromwell agaisnt the P4, its not a fair fight. The only real advantage the p4 has is 20 armour (really quite a neglible stat overall until vet 2 where it becomes a true advantage) and the ability to purchase the pintle mg to place its AI somewhere above the cromwell (excluding said cromwells ability to crush, as its nickname "crushwell" exists for a reason).
The cromwell has higher penetration, moving accuracy, speed, utility in the form of smoke shells, techincally a free version of blitz (hammer specific I know), better rotation, the tank commander upgrade (faster vet, camo detection, increased sight to self spot for its main gun), its cheaper and hits the field earlier (both big bonuses)
So overall, the cromwell stands far above the p4 in terms of not only performance, but utility and shock factor due to its timing.Farra13 | |
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Well basically it comes down to three main points.
1. Without the overwhelmingly potent performance and squad wipe potential of light vehicles (t-70 etc.), or the ability for Penals/guards to bully all but Obers from the moment of first engagement until the end of the game, grens/p-grens are able to maintain a solid presence in the field for most of the game, meaning they can actually vet correctly without being pushed back to base nearly every engagement before the 20min mark.
2. Without the likes of the US mortar, not only is static infantry play (grens fighting from cover etc.) now viable, but the support weapons they are designed to work in tandem with actually have a chance to provide cover against other infantry and vehicles without being one shot wiped by said US 81mm.
3. In combination with the previous two points, means now that Wehr infantry are no longer bleeding so heavily in the early game, you have more resources to deploy additional vehicles/support weapons to back them up when fighting the superior quality of infantry like rifles and IS during the mid-game, which in turn leads to a more solid lategame.
I'm not saying things are perfect yet, far from it in fact, the calliope, LM, double brens etc are all major problems, but overall this is a great first step.
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