Now that the OST bunker is un scope is a good chance to fix the bug where all units garrisoned die if the bunker is destroyed.
Besides that, the IS2 should not get 55 range at vet 2, because it allows it to counter its own counters. A better reload or something else would be better to reinforce its roles as a close range brawler and infantry/fortifications killer.
Jackson nerfs area not the right approach, it would only make shermans more uncommon, making HVAP a toggleable with high pen but low acc and rate of fire, and normal ammo having less pen but more rof and acc, as has been suggested, would make it a flexible unit capable of being the only TD usf has without being a jack of all trades, master of everyrhing.
|
Just adding deflection damage, something around 50% for TDs and 25% for everything else, and reducing pen across the board would solve most problems with tank combat in the game.
TDs are still dealing damage and eventually forcing heavy armored vehicles away, while heavier tanks are bouncing reliably but still taking damage. This way the system is not so black and white. |
Abandon mechanic and main gun crits are the only real pains of RNG remaining that I can think of off the top of my head.
There's always gonna be crazy penetration rolls or lucky wipes from artillery, but I think they should definitely look at those 2 vehicle crits
I honestly think the main problem with the main gun crit comes from the fact that all other <25% health crits have been removed - I don't know the exact numbers but I think is like 25% chance for a vehicle to receive a crit after it gets hit to/below 25% health - so 1/4 chance to be crit have become 1/4 chance you get main gun crit.
The game has plenty of crits for vehicles, many of wich are temporal things like crew members injured, this are less punishing and could add some variety so is a 25% chance you get crit, but the chance to actually get a permanent crit, like the main gun one, are reduced. |
INTRODUCTION
So, we all have seen it and lived it, a vehicle gets hit, health drops to 25% or less and it gets main gun crit, sometimes it gives you the chance to push your attack, other it breaks your entire army.
RNG is a vital part of COH2 and it helps to keep it interesting, it can be done wrong or right, for example the armor system, in COH2 is black or white, a shot deals damage or it doesn't, your heavy tank gets penetraded and it sucks, because they have armor to not get penned, that's what you are paying for, or the shot bounces and it sucks because your AT is not doing its job.
But in COH1, a bouncing shot would still deal damage, but reduced, so if you were on the receiving end, great, your tank can take a bit more than what it should, and if you were on the dealing end, it was great because you were still dealing damage.
THE CRIT IDEA
COH2 has a huge number of crits for vehicles and most of them are temporary, from crew shocks to engine fires, the rest of the crits are on the more permannent side, engine damaged and main gun crits.
I don't know the exact number but for the sake of argument let's say that 1 out of 4 times a vehicle gets the main gun crit, but what if we were to reincorporate many of the crits COH2 has without changing this stat?
That would mean that 1 out of 4 times your vehicle would get crit, but only a few number of those would be a main gun crit or a permanent crit. Now if you get crit is only temporary, and if you get the crit you would still be rewarded with a better chance of finishig the vehicle.
This could be taken to another level ensuring that all crits of this kind are only temporary, and permanent crits can only be achieved by infatry snares, or special abilities like the Jackson HVAP, same could go for the SU-85 observation ability or the Tulip rockets. This way, attacking a tank with a snare even after it's engine damaged would still be beneficial.
I'm not suggesting to reincorporate the old system were a tank would get every form of crit with cero health but would never be destroyed, is just a change to the crit system once health gets to 25% or less.
IN CONCLUSION
The idead behind all of this is to aliviate the frustration of RNG by making it less black and white, and more of a scale of greys, sure it's bad that your tank got a crew shock, but it's not the end of the world, after all it only last a few seconds and it's the punishment for pushing vehicles to a breaking point or charging in blind, and if you are on the attacking side, you are getting rewarded for continuing your chase or attack, or for having a good defense.
So, what do you think of this?
|
It's really impossible to keep radio intercept? It was the best part of the doctrine, even if it was just text it made a huge difference in the way you played it.
Besides, all the doctrines that have abilities to convert buildings also allow engineer units to build them in case all buildings in the map get destroyed, so the ability does't become useless in the late game, if the FSS is going to remain it still needs that change. |
Like many have said, brummbar AoE profile and better scatter, then change its vet 2 to something more related to its role, better scatter or reload, it should not be able to outrange its counters.
Besides this would leave a role for the KV2, a heavy anti infatry tank that deals better in maps with shot and sight blockers, the IS2 would be the generalist brawler and the ISU a long range assault gun with better AT, like this the choice between them would relate to the map and the situation your army is in. |
The last solution to any mechanic or idea implemented in a COH game should be to remove it. This goes for the abandon mechanic, or cold tech, or the crazy RNG that can happen, etc.
They may require serious overhauls, in many aspects, but the concepts behind them are not bad, some of them are even great.
If COH3 had nothing new, not a single mechanic or model, nothing, just the things already made for COH1 and 2 polished to a extreme, not only would it be one of the best RTS ever, it would look like a completly different game, it would like the perfect COH game.
|
If the penetration system worked like it did on COH1, with bouncing shots still doing damage but reduced, then the Tank Destroyers and other forms of AT could see their penetration values reduce.
My personal idea would be to have AT guns do 75% damage on bounce, Tanks Destroyers do 50% and mediums do 30-35%. With lower penetration values then armor in general could tank more but eventually would have to retreat to be fixed. Besides, tanks can only die from a penetrating shot, but every shot that doesn't pen but if it had would had killed the tank would have a guaranted chance to crit, COH2 has more movility crits than any other form of crit, eventually a tank would just get immovilized or with a heavy engine damage, even crew shocked and that would allow for a close in to get the reliable pen and kill.
More importanltly this would make mediums in mass a reliable way to fight heavier armor with some support of a Tank Destroyer.
In the current system Tanks Destroyer have to be way too good and have an almost 100% chance to hit and pen or either tanks just roll around without a care in the world, it would break balance in axis favor by the sole fact that their tanks would almost never take damage.
In any case, a rework of this system seems too much to hope for at this state of the game, but it would be for the best. |
The scorched earth booby traps have been disabled on VP on purpose, as they would deny capping a VP for 90 seconds (like it does with resource sectors) which would be unfair in a clutch VP match.
The Urban Defense one is disabled on VPs too, are those on purpose too?
Edit: After a quick test it appers all booby traps are disabled on VPs, this includes the ones from Obersoldaten, Stormtroopers and Jaegers as well. |
The prioritize vehicles on the KV-2 doesn't seem to work, and I don't know if it's intended or not, but is not possible to plant bobby traps on VPs. |