I'd like to see a mad minute ability stock that improves their ROF (and thus dps) at the cost of munitions. Bit more bite at a cost.
"Mad lads time" Ability. Breaks a cup of tea in front of the squad and says loudly "LONG LIVE THE QUEEN" (Brithish version of oohraaa! Gives 100% RoF but decreases acc to 0 (Basically no one can hit anything)
J/K
First, veterancy bonuses are a mess yet. Some require serious fixes. But regardless paying or teching for veterancy sound wonky.
CoH had a nice vet differentiation, but it was discarded for CoH2 for a reason. IMO its better as the way it is now. A lot of creativity and elbow grease to balance a game like that is required
I agree with a lot of suggestions here. Side armor is a must IMO, angle effecting penetration would be really cool but I feel like that's very difficult
I dont think is that complicated. As long as the shot connects, you simply compare the attacker turret and attacked husk rotation, if they are at 0<+-45 its a back shot, if its +-45<+-135 its a side shot if it is +-135<+-180 its a frontal shot.
It adds 3 checks but tanks shot are not fired that often, it should not affect heavily performance.
The hard part is the ballistic fire, that is already coded.
Ok, i spent nearly an hour writing a detailed post. A blackout cut me off. I will post again but with less time spent.
Hopefully this thread will grow in importance and devs will take it in account for a possible CoH3 release if we all keep an open mind and welcome new players with a clean and polished gameplay, not a simple and reiterative balance design. I understood that Sturmtigercobra said we should not have high expectations for a CoH3 release that supports a niche playerbase if the game ever happens to be released.