Remember the pyrotechnics upgrade comes with increased LOS so you shouldn't really be running into unscreened MGs with it anyway
while this is true on certain maps axis can just lock down the support+command tank blob on a mid VP and you have no chance but to run into it. Very easy to do on maps like kholdny, crossroads and even crossing that only have limited approach paths.
you can build a mortar pit or invest in a cromwell for smoke but it makes the whole attempt at calling in indirect even longer and more obvious, all he has to do is move his MG a bit back. |
Perhaps make Pyro arty call-in just drop normal arty flares? Not the special snowflake flare? No lengthy throw animation, can be 35 range without looking silly, and in-line with similar artillery spotters, like Pathfinder or Major.
Also, for the idea of smoke, what about giving Sappers WP smoke grenades? Garrison clear and smoke, you just can't walk through it without dying unlike normal smoke. Personally, I'd rather see that than an HEAT grenade (didn't exist IRL AFAIK) and give Infantry Sections a button vehicle ability that requires brens.
Button would just be negated by panzer tac on all ostheer vehicles and they would be bullied all the same with mobile defense meta. Maybe a snare ability on PIAT could work.
But personally I am a big fan of the HEAT grenade in the mod, it works well with sappers. |
There was an attempt to fix Sexton in patch 1.4
Sexton
-Standard barrage recharge from 90 to 110
But since
-Supercharge Victor Creeping Barrage no longer shares a cooldown with the main barrage
Sexton is probably able to fire almost contentiously. (I have not checked yet)
Static artillery gets a vet 2 -25% barrage recharge while Priest get a -30% barrage recharge and Sexton -40% barrage recharge!!!
okw lefh can fire a constant stream, compare the reload cooldown to land mattress and you will see an issue. It reload in almost half the time while having pretty much double the range |
Make Pyrotechnic Flare free, and put it behind a player-wide cooldown to prevent spammed usage by multiple squads. Give the upgraded squad a toggle ability to semi-stealthily crawl (revealed at range 20-25?) so as they don't get pinned by unscreened MGs before throwing the flare. The beauty of it is that there are already in-game assets for such an implementation because of the cut Recon Infantry Sections had the crawl ability (There might also be unused voicelines for the sneaky beaky, but I'm not sure).
Sniper's arty flare can still cost muni since it doesn't require an upgrade, but a cost reduction would also be welcome.
Another interesting idea is to add a Victor Target to the ability that would also cause Sextons or Mortar Pits on the field and in-range to barrage the area as well. However, the ability itself should remain free or low-cost, so instead, the upgrade for Infantry Sections itself should be increased if the Victor Target is to be added.
I think this is the most elegant way to tackle Brit indirect fire without adding any new units. It also solves Brit muni starvation.
Camo ability and some sort of pyro with cheaper cost would work too, but right now something has to budge. P4 command tank in a support weapon blob + teller spam on certain maps is just gg to brits
I ask one thing. You have problems with pakwalls...
Where are your land matresses?
Just that
it's doctrinal, which is why I mentioned non-doc arty. If brits decided to camp with command tank and MG+6pdr blob OKW or Ost just build a rocket unit and slowly wipe everything even if they went for a doctrine pick with tiger and stuka. Brit's can't really do that, you have to Crutch on one or two doctrines like Hans does and play everything perfectly. Which in turn locks you out of all the juicy docs like Ost or Sov can pick without hesitation.
Using crutch doctrinal units to fill factional holes is not fan gameplay, this is why OKW were given a non-doc panzer 4 and MG34. |
I think the commander upgrade should have been the one okw elite armour had (Los and arty but the arty being base howis) and the OKW ELITE ARMOUR one should have been the vet gain and detection and accuracy. Maybe they mixed them up?
OKW commander upgrade would still be stronger than my suggestion
buffed OKW commander blows brit tank commander out the water, check the changes they made. The doctrine is really good now, especially with HEAT rounds. |
2vs2 perspective too:
I think T-70 and P2 has too much health... these units should die in two AT shots like 222 or flame HT. Stuart, puma or AEC should be able to survive a couple of shots as these units don't really have the shock effect of an AI light tank or flame vehicle.
then make maxim a clone of 50cal with no AP rounds, also link AT grenade and molotov tech so getting two cons and upgrades can be affordable way to support penals instead of guards every game. Maybe take 50mp off healing upgrade too.
Maybe merge change so it is bit more useful? guards do not need a nerf, they are good but already drop weapons a lot unlike obers.
Then I think you can do some major changes like nerfing OP t-70. Possibly Soviets need a repair buff, I think every faction but OKW repairs too slow, OKW get repair truck that is best in game wit zero micro or pop sink (very problematic in 4vs4 because double OKW truck can repair tanks instanly while sov are running around cons or combat engineers lol). Average game OKW repair panther in almost half the time soviets need to repair IS-2 or KV-2.
But I think core soviet cheese T-70, also vet 3 sight combined with most soviet doctrines make them strong. things like mark target and t-34/85, IS-2 or KV-2 in most doctrines WITH guards, USF or brits don't have such options of such good doctrine mix. Especially when soviets have every tool good sniper, snare,mortar, non doc elite inf, flamers, rocket arty, mines, smoke, light tank......
they are the master allrounder faction of CoH2 and combined with strong doctrine you see UKF/USF falling behind, especially in teamgames when you need to react to a map or enemy build. I think OP has some very valid points but buffs and nerfs need to be slight or we end up with current underpowered UKF and all three allied factions UP. |
Give cromwells and valentines the option to shoot a 30 range "marker" shell for 60 muni that calls in base arty.
Trade off is this ability is linked to Hammer tech so locks you out of airburst. But still it gives brits a tool to deal with support weapon wall, albeit it one that takes a while to call in and is fairy obvious to dodge.
The reasons for this being IS with pyro upgrade just will not even get close to a pakwall late game, vet MG42 and even mines and bunker spam obvious issues to a faction with no non-doc rocket arty. OKW sim city is the main offender here. |
LeFH needs to be strong to counter Sim City commander
but it also reloads like instantly off cooldown, I remember vipper complaining sexton if it is buffed would haven quick cooldown and be OP....
well this I see the same issue, nerf it but give it a bunker buster ability so it can still hurt emplacement.
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KV-2 Reload
Tank Mode: 9 (Currently in the Revamp)
Siege Mode: 10/12 (Same numbers as live)
So after this thread being created and all this arguing this was the stats.... lol |
Good point OP
lets remove the engine on the bren carrier, might still be uncounterable though because it will never leave the spawn area under cover of HQ mg's. Maybe put the 222 in tier 0, brits OP. |