I would rather have AT rifle grenades unlocked via veterancy, because it's a nice, mild form of asymmetry.
It's interesting and unique that vehicles need to behave differently around vet 0 and 1 riflemen.
Also note that USF has a chance to retain vehicle vet on death (with crews), so it seems fair enough that late-game squad losses are more punishing. |
I checked in live version and it seemed to work correctly, unless I missed something.
Can you elaborate?
You're right about the repair- seems like that got fixed without me noticing. It was accidentally applied to the USF Assault Engineer, though.
Volley Fire is supposed to gain small amounts of accuracy as the ability continues, but accuracy is multiplied by .03 and .04 instead of 1.03 and 1.04. Also, the modifier that starts at 5 seconds ends at 10 seconds instead of 15. These issues make the ability much weaker than intended. |
Great changes!
I did notice that the RE Volley Fire accuracy bug and Pioneer/CE vet 3 repair damage bug are not on the fixed list. Should existing bugs go in the old thread or new one? |
Keeping in mind that design is subjective, I disagree strongly. The original British design in CoH2 is one of the worst in the series, after CoH1 British.
The last 4 years of changes have made the faction more normal, but it's built from scraps and hotfixes. Considering where the faction started, it's turned out alright.
I think that the real lessons from the series' expansions are that factions need all tools (anti-building, snare, suppression) to feel well-rounded, and if they're going to try something other than the combined arms system that the game is built for, the alternative needs to be compelling. |
I think the in-game performance of commanders matters more than strictly following design rules. Your first suggestion should not be controversial at all, but some of the others aren't really balance issues.
I agree that it would be much, much easier to change the superheavy+off map commanders than bring the others up to their level. I would suggest replacing the off maps with a more 1v1-type ability, and struggling commanders can have the off maps. |
I'm just doing this because I like it. Talking about tactics, units, shuffling around buildorders and taking a look at every unit and it's use/non use and why. Coh2 theory you could say.
Unfortunately, the Soviet faction isn't well-designed enough to offer a viable alternative to the meta. The T-70 is necessary. This could be a fun discussion otherwise, like fast Greyhound vs BARs in CoH1.
It's a shame that starcraft-style meta shifts don't happen in this game, and I think that has to do with the game's composition requirements (you NEED vehicles and infantry, for example). Then, picking units is a simple matter of finding the most cost-efficient ones available.
Meta here is driven by unit balance, not finding new uses for units. |
About the tests:
-Penals bleed much more, which is important because real engagements aren't supposed to end with a squad wipe.
-Grenadiers are considered the weakest mainline infantry.
-Grenadiers have very good team weapons supporting them. Penals require you give those up.
-Penals have much less utility than Conscripts.
I think, if you really want to avoid the T-70, you should make sure that the other units are on-meta. Conscript spam, maybe Shocks to make up anti-infantry capability. I would rush T4 in this case, and would consider T1 and the SU-76 to be wastes of fuel. |
From a wider perspective, I think that the Soviet tech choice is hard to balance due to its design. We've seen Conscripts, T1, and T2 crush the others at different times.
So, small changes, even more than usual.
I suggest a longer burst length without the Suppressing Fire ability. This probably won't improve its pin time by much, but will make the weapon more reliable.
The ability could then give less burst length but more suppression. |
Those are good ideas- I should have mentioned that the squad does work from other structures, and multiple squads have not worked from the emplacement.
I believe it uses a construction state for the weapon pile to not appear, but the camo-netting tent part is there. Underneath, there's a visual-only OKW medkit stack, not a part of the squad, though. I thought I had removed the impass from it, but that sounds like it's worth checking. Thanks! |
Hi, everyone- I'm trying to spawn a squad from an emplacement, but I can't get it to work. Some details:
-Emplacement is set up as as squad, technically a team weapon. Like the Bofors.
-The squad's construction bar fills up, then the bar stays full and the squad does not spawn. This is still true when off-map spawn is selected.
-The emplacement has a "stop" command option. Not sure if this is related to the issue.
-This emplacement is capable of reinforcing already, but maybe there's an entity-related limitation on what can spawn squads? It uses the British Bren Rack entity.
Thank you!
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