I really think that bigger AoEs will do the trick. Reduce the overall damage if you want, al mortars will become less rng based though but you could increase the AoE and also have really low far damages.
As an example: (I dont really know the numbers, im just making them up)
Old mortar AoE:
Radius: 0.5/1/1.5
Dmg: 40/20/10
New mortar AoE:
Radius: 0.5/5/15
Dmg:40/10/5
A blob will suffer the effect from R:5/10 Dmg and to a minimum of 5 to each model. |
I don't think Jackson needs to be moved at all if we're making it worse against medium tanks, better against heavies. If it's not good against mediums anymore then there's no reason to build one right after major unlock anyway
I would give it 200 dmg back, increase reload time slightly, and reduce HP back to 480. If someone tries to get an M36 out first then a p4 can actually punish them if they aren't careful (the way it used to be)
Yeah I think the stock version would need to be at least 100 fuel. They are 90 right now iirc
Standard 200 dmg is too much IMO. But i can agree with the other statements.
The idea to move M36 to a last tier was to make it intuitive for the newer players. A risky M36 rush as a last tier is still possible because you only delay it by 40-30 fuel (assuming M36 its unchanged) and it gives more breathing room for axis mediums to play. |
Disagree with M36 call-in, just add a single research(like brit hammer/anvil) for later tech, increasing its cost to around a panther.
No need to make M36 a weaker elefant clone. The current one is just too cheap to replace, higher cost should be sufficient enough.
I agree. Adding another tech makes only the first jackson more expensive, but the upcoming ones after it are not as expensive.
I like the Cost/Effectiveness ratio to be rather equal to judge units strenght. A very reliable solution must be harder to get, because you know its going to be effective and useful. |
Here’s a different opinion:
* Officers get super zooks
* M1 AT guns get nerfed reload time and slightly higher pen so they’re closer to ukf 6pdrs, sabot rounds become toggled and give same pen and reload as M36 HVAP
* M36 gets a bit more pen and a bit slower reload rate
Cool! I like those.
M1 AT change makes it more standard, but its a good change to allow USF to tackle tougher armor.
To me its either 1 or 2 of the 3. Not all three togheter. |
Because CoH2 doesn't reward been able to multitask different engagements, been able to use units abilities and dodging offmaps and grenades.
Sigh again. This is only because all u guys know how to play CoH2 extensively and know almost nothing from the other games.
Agreeing again with you. I have playted/still play other RTS (I just bought AoM ED on steam) and i must say that each game teaches you something useful. I Played also MOBAS/Simulation RTS/Old RTS (i started with C&C at 5yo man!)
It is truth that CoH2 is not as demanding as other RTS but IMO it balances well strategy and action |
This is a free poll. Feel free to vote and disagree. I dont want anyone challenging any other participant of knowing better the faction.
Since there is quite a debate for lategame TD, lots of suggestions are being made and lots of them might not receive a fair judgement. This is a new suggestion i came up with, using some ideas said in these forums.
I know at least one person that will say "Dont fix what aint broken", to that sentence in particular, it is always good to change, static stuff go stale. Also there are too many threads about 60 range TD lately to assume that everything is OK simply as it is.
Suggested Changes:
*M10 becomes Stock.
-Same tier as M4A3 Sherman.
-Costs can be changed/debated
-Armor company slot can be used with another unit, feel free to post here which one would fit best.
*M36 becomes a last tier call-in.
-Similarly to OKW, after all 3 tech officers are on the field, a stock call-in M36 can be issued.
-I dont like to copycat mechanics in the game, but bare with me on this, the intent of making M36 a very late game unit is to justify the powerspike it has when compared to other allied TD. It can be considered a nerf though, an arrival time nerf. But since M10 is now a (or will be with tweaks) a reliable Pz4+ hunter, M36 can be the heavy tank destroyer and also a medium tank destroyer if desired. It is simply will require more tech.
*M36 becomes a specialized heavy tank destroyer. Post wich change would be best if the idea appeals you (Only if M36 becomes a call in)
-Buff standard shot Pen, RoF can be nerfed/left as is.
-Buff far acc, but only for stationary shots.
-Limit the jackson to 1 (optional nerf/adjustment)
-Post yourself if you have a better idea. |
I agree with Elchino7.
CoH2 is unique in its own way. I would dare to say it redefines what RTS is. Not an APM battle but a strategic and reactive battle.
I would like to say that CoH2 is like chess when SC2/W3/AoE2 are like uno. One rewards strategy and foresight and the other rewards unit management and reaction time |
The other way to solve this is simply moving all the lategame TDs and heavies to another time frame. After min 40 or so.
1v1s will hardly seem them, but when they do it will be epic.
4v4s will be healthier since their spam is the big issue (combining two or more players heavies is such a tough nut)
Added: If anyone wonders how. Simple. TRIPLICATE their buildtime. |
Non doc land mattress is the only answer
A stationary LM like an emplacement. Yeah that sounds pretty cool |
Probably, because NO ONE sane complains about panthers and super heavies and dealing with them is L2P issue?
Haha typical kat stuff.
It is not a "because L2P" now. Its a because a "sanity ( L2P )" issue now. I expected something better.
I doubt this definition of sanity respects both sides of the games balance equally. But its just me saying.
Please tell me how skillfull a player must be, to deal with 60 range TD vs a player using such said 60 range TD vs Panthers/Tigers/Elephants. |