With CODGUY logic we should buff panthers, because they are the only good combat tank you get as axis, unless you go a few doctrines that give you Elephant or Jagtiger...
And i wasnt being serious
But he is right in some sense.
- Tommies are both starting unit and mainline unit. And pretty much only one infantry unit in whole army composition exept royals. Almost every other faction have at least 3 options (CE, cons, penals/pios, grens, pgrens/sturmpios, volks or pzfuzils, obers.
- UKF have no premium infantry avaliable without regiments unlike OKW with their Obers, or soviets with their penals.
- only other starting option is vikkers, which is pretty crappy, or UC that is useless without upgrades.
Thus, Tommies gotta be good, or they will be roflstopmed bu volks. |
Gotta add my dime to the disscusion.
Main point is that tommies are rather self-sustained unit, as volks. They both have ascess to sandbags, both have self-heal (but tommies can also heal squads around), and both can be upgraded.
You can't really change one without changing another to keep things around balanced.
Let's look at typical early engadgement - sturmpios vs tommies. If tommies are behind at least yellow cover, they do still manage to drop at least one of enemy's model on the approach most of the time, thus making engagements almost even.
I would rather tinker with their damage output or with sandbags(link it with "sim-city" commander?) and not with healing aura/bolster. Remember, they still need to have them as mainline infantry, meant to compete with volks.
OR
We can look at brens and do something with them. Making them 2-slot upgrade is too cruel, IMO, but maybe we can make it little bit more consistent with and witout cover somehow?
What we definetly do not need is basic or reinforcement cost increase - UKF already struggles with it most of the time. |
Can bulletins change other things apart from unit stats?
Yes, i belivie. Like that one from Wermacht for Ostwing hull mg suppersion, or other faction for reduced cost of everything. |
That is a silly claim. Engine shot does not disable the Stuart.
well, you need to get super-close and spend around 5 seconds aiming and shooting. Doing so even vs panther is kinda ankward. "Hello, can i shoot you in the buttocks pretty please thank you and goodbye?".
P.S. Dang, someone need to picture this |
Get that pesky panther close enough -> RAM IT ->shoot it till it dies.
See, no changes needed. |
Side-note: Heavy crush is different from crush humans.
But I think it might be better to remove the crush human during the ability. It might become super cheesy, especially for lone squads at the map edges.
I'm not sure if the rest of your suggestions (crits for breaking heavy cover) are implementable engine-wise.
Also careful with real life arguments. Authenticity in CoH2 is great, but realism often is not. And I think this special case of human crush does not really add to the authenticity considering the big chuck of suspension of disbelief that we need to play CoH2, like extended tank warfare below 40 meter etc.
Sorry, not really familiar with engine, just started tinkering with map maker last week. Would be great if someone explained differences in crush type.
As for real-life argument... It was not about "real-life tanks could act as siege ram hurr-durr", but more about more FUN and less FRUSTRATION for both user and recivier.
Also, some thoughts on effects and damage of ramming maneuver
Quite sure, that even small chanses of gun damage got to go, it would turn ramming into RNG-fest. Chance should be either significantly increased (then it will became OP), or removed completely.
But I would say, that it should be guaranted engine crit no matter how much damage it does - other way it will be outclassed by snares by both accesability and price.
Or, if possible, make it such way that ability does more damage the less HP t34 have on moment of impact - that way it will be typical high risk-high reward situation. |
Not sure crushing seem to have more to do with turn than actual speed.
Even so I guess one could try to disable "crush human" during ability.
So, 30 tons of steel, running at over 40km/h, can slam into tanks, but can't crush puny humans? No fun here.
My idea - keep heavy crush, but add significant debuffs for passing tru rough terrain - like overheating, dead/wounded driver or gunner/ broken treads, maybe even damage the tank itself as it rams tru piles of logs, pieces оf cover or woods.
That way, it would be very risky idea to use ramming maneuver for infantry hunting, 'cause you never know if there аре AT-gun parked at next corner or shrek squad hiding in FoW.
But it still will be more rewarding as AT-instrument, due to proposed buffs. |
Early game disadvantages is exactly why you should try double kubel into pzfuzils. Great strat, almost no MP bleed if played right, saves your munitions, and actually allows you to reach high veterancy level faster for both kubels and pzfuzils.
Build order is double kubel->pzfuzils->optional second engineer-> double pzfuzils->SwS into medbay or mechanisied, do not really matter. |
As said before multiple times, the main reason of ramming is heroic act, but it is not so effective as it looks to be.
I feel like we should add some sort of that inspiration into this ability. Like, if ram connects, it emits aura of same raduis with new USF "Cover to cover" ability, giving little boosts in speed of fire and RA. Another example is "Inspire infantry" for KV-series.
Then, actual nerfing of effect on target to crew shock for 5 sec or immobilize crit for 10 sek would be justifiable. It wont be so easy to combo with offmaps because of at least 5 sec delay on most of them, but still be viable with conventional AT means to badly damage/destroy stunned target.
|
- Guards can snare it with DP28... or, wait was that nerfed?
I think it only blinds the tank's gun or something, now.
Guard's button did not snared any tanks or armored cars - it slows them down like overheated engine do in t34' afterram side effects, or like usf light AT mine and disable main gun with vision.
But, if tank manages to kill one of dp-28 gunners or guards will be forced to move, then ability cancels.
Also, tank-hunters do not have any form of call-in infantry, AFAIK.
Also-also, i belivie that light AT-mine only slows tanks down, like USF usual mine. |