I always thought tha PIOs were the best candidate for been a non doctrinal 5 man squad on late game. You can recrew weapon and improve repairs while you don't foment Gren base spam strats.
+1 |
The ultimate fix for ukf and we are on a kind of late stage for it would be to implement elements crew units that can leave like USF vehicles. Then the crew holds the veterancy and can rebuild the emplacement in another spot. This must require a lot of time just to avoid a slow but steady steamroll tower rush |
COHRONA cup finals
1 – OKW beats UKF
2 – Ost beats Sov
3 – OKW beats UKF
4 – Ost beats Sov
5- USF beats Ost
Clearly Allies OP.
Clearly BS.
1v1 matchup only. Skill dependent assumption. Small sample. Missing combinations. Not a single in depth description of each game.
Let's not spread sh*t please |
First of all this is an open discussion thread. Enjoy participating and sharing. Disagree freely at will.
Secondly, this is a CoH3 concept suggestion. Since there is no release date for it still, dont get your hopes too high. If this thread is better placed anywhere, pls a mod help me moving it.
I was thinking if CoH3 could implement a feature a lot like the one in AoE3. When infanrty is issued to attack builds they simply use a different attack animation and stats. CoH2 already has a toggled button for autofire target selection, but i really would like it to go a step further.
Since the game should be intuitive and not button crowded to be playable and fun, i was thinking if there is any simple mechanic to allow tanks to fire at infantry and other tanks with maximum efficiency. ATGs could see some improvement too.
First, lets talk prefire mode, for autofiring attacks. A player is able to choose if the unit should leave a shell in the chamber ready or not. For some tanks that could have effective AI, the tank on prefire mode is simply like the current M4A3 sherman, as soon as an attack issue is possible it fires with minimal windup. This gives better reaction time but less effective damage against unintended targets. When prefire mode is off the unit simply selects the best option against the target, being HE for inf and AP for armor.
I believe we all agree that is very unrealistic (even in a arcade game) to see tanks shelling infantry with minimal result, it makes the feel that munition for units its infinite and disposable. My second point in this post is simply negate useless firing against targets, this improves the player grasp of what should be done or not. It also opens a different room for microing. Imagine a panther that will shoot infantry with all its mgs when issuing attacks to infantry, but no AT shells fired. ATGs could use this feature too, the crew will open fire back but the gun is still ready to engage tanks, even when the ATG is intended to die against normal infantry, as currently in CoH2, crewmembers are just dummy models that reflect the team weapon overall health. Uncool.
Infanrty could use some AI to select wich targets should require AT, like a behind cover squad attack order will ask zooks or pshreks to fire, but against uncovered infantry the squad simply does not. An AT bearing soldier could fire a normal weapon like the rest of the squad and like the prefire mode previously shown, the soldier could load the AT at specific targets, having a windup time, or have it loaded and not fire against infantry. |
First of all this is an open discussion thread. Enjoy participating and sharing. Disagree freely at will.
Secondly, this is a CoH3 concept suggestion. Since there is no release date for it still, dont get your hopes too high. If this thread is better placed anywhere, pls a mod help me moving it.
What i suggest here is a simple but useful mechanic mainly for ATGs, that could use some implementation for vehicles too.
Imagine being able to set up, in a very intuitive way (explained later) a range threshold at wich the ATG will open fire, this way the player can choose if the ATG will go for a secure, shorter range, shooting or a riskier but safer shot at max range.
There are some limitations though. Since there is no information of how CoH3 would be, i am assuming that will be many features from CoH2 moved into CoH3. Therefore when you set up an ATG, a display cone will show the effective range and the limits of its firing space.
At the same moment, when holding the left mouse button, the player can set the threshold for the firing range, the farer the longer the range, you get the idea.
Because no one wants in the rush of battle to missclick an atg and set it to 0 range, this option only takes place after the player has dragged at lest 50% of the ATG effective range. Making it intuitive and quick enough to be useful. Below 50% range it is simply max range firing.
A clear outline will be shown at the range the player decides to set the threshold, maybe with the same dotted line max range weapons have currently
What i want to achieve is give the player another level of control over RNG, if you know the enemy player is using heavier armor you could set the ATGs to shorter range, instead of waste shots that will surely bounce. Some AI could be implemented to keep things practical, for example if an ATG is being engaged by some tank at farer ranges than the defined one, the ATG could fire back. Maybe there is no need to implement such thing, but there is a lot of room for improvement still.
To vehicles the same feature could be used but as a specific skill, that encourages flanking, reducing effective range for some extra pen. There is no real benefit for vehicles to use a vector style configurator for a firing range threshold.
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-They had a powerful snare, it was removed. Critical shot on the sniper was vet 0 and did engine damage on all tanks. It was moved to be vet 1 and do crits based on type of vehicle.
-They had the strongest late game AT infantry in the game and that was removed in favour of zook 2.0
PIAT attack ground > current PIAT
-UKF AT gun lost it bonus accuracy vs vehicles.
-Power comet and 1 shot FF + Tulip wombo (not godly against mediums but easier to land on heavies).
-Ultimate infantry and vehicle denial on the Bofors.
-All the overpowered offmap ranging from skillplanes to Party Cover to kill tanks with.
UKF was thought to rely on sniper/AEC as snare units while the alternative was a Bofors which wouldn't let anything cross in that section of the map.
Tommies would rely on overpowered commander abilities (which all had shared cooldowns) to overcome their "weakness" outside of cover.
All their tanks would rely on high accuracy and mobility (USF 2.0) to offset the lack of physical projectile (FF).
If you remove the Ro Engi snare today and gave them back what they had, you would want them to have their snare back before playing more than 1 game. That's not powercreep, that's called nerfs.
I think I understand better some UKF posts. I didn't know all the ukf history. I stand corrected |
The out of cover/in cover crap needs to end, the design has clearly failed. They need to turn sections into normal infantry.
I agree that the mechanic is not best the first and only mainline infantry with multiple upgrade paths...
I mean, you can count on ostruppen, their cover mechanic is not a complete failure. |
Unfilled roles are part of the balance tools, because this game has assymetrical balance
Added: UKF was though without snare and high damage AT. Guess what, they received snares but the AT damage is still there. Thats powercreep. |
Except that the T-shirt and house analogy is completely hysterical, as are you for buying into it. The buffs were all around 10-20% of one single stat for most units. Everybody got a T-shirt except for the Tommies, who got a 0.15% and a 0.05% T-shirt. Nobody got or lost a house.
I think you are really missing the point here.
Let me use a simple example.
Lets buff Kubel speed 100%
Kubel OP (of course) but... is OKW OP because of that? |
Agreed |