I missed the first 4 months of this game, how OP was it? 50% increased infantry accuracy like the flame hetzer bulletin?
effectively 25% more health for conscripts
counterable with a bulletin for grenadiers, but getting this bulletin required killing 5 tanks with panzerfausts, so you can guess how many people had this bulletin (i farmed it with a friend just to get this bulletin)
JT: one of the reasons you want Artillery cover. This kinda of age of empires wonders are mostly never field on 1v1 but are commonly seen on 2v2+, specially depending the map.
Plausible changes: not all, a combination or just a single one.
-Remove engine upgrade.
-Reduce range to 70 (same as Ele and ISU). Adjust cost. Give it a mode on which it further reduces speed/rotation to almost none but gains back 85 range.
-Target tables. Super heavies are more vulnerable to howitzer like type of ONMAP artillery. Suxton, Anvil (?), Priest, LeFH, 152.
well, i agree that JT is OP in 3v3+, but in 2v2 its fine and therefore it should not be changed. If anything, your last option sounds like the best option. Thing is that on most 3v3 and 4v4 maps one can just ignore the area where the JT is and still have enouhg romm for ones own tanks
Bulletins : tipping the scales of balance at worst.
hehe, in the early days of coh2, some bulletins were so op one could not lose earlygame with them
Going beyond that, I have always felt (since beta) that because commanders don't branch, that players should be able to allocate CPs into multiple commanders.
i honestly think that's a terrible idea, impossible to balance and it would make the game more stale rather than less
The current limitations of map design prevent a high degree of dynamic gameplay.
All armies are supposed to converge to similar and/or comparable late-late-game strength,
what exactly do you mean by that? do you want the "integral" to be the same, or do you want all factions to be at the same strength at minute 40?
what i mean by that: strengthtable:
10 20 30
usf x y z
okw a b c
do you want a+b+c=x+y+z or z=c?
and quite honestly, having both balanced 1v1 and 4v4 is impossible, some units and factions just scale better into teamgames
It is a fair trade-off if the army of the 1 guy that fields the JT has to shrink to accommodate this.
it already shrinks by more than 1/5 and JT already has the most pop of all tanks. in 4v4 the others might be able to field enough AI, but i fear in 2v2 allied infantry would always win then
Command Panther Vet5. +range/+speed completely breaks infantry combat. There's no reason CP should give strong infantry-buffing effects. It is already donating the strongest tank-related buffs by that point.
i think there has already been a lot of discussion about vet 5 cp. the only time, where that was reached in competetive was one game with noggano i believe and the enemies had several moments where they could have traded one of their tanks vs the vetted cp iirc. and getting there requires a fuckton of luck and micro, therefore it being a completely broken unit at vet5 is fine
- Jagtiger popcap is completely wrong. For its effect on the field, it should take a 30-ish popcap. Also, that 50-munition engine upgrade.
its popcap is already 21, 25 may be still alright, but 30 just means that the rest of your army gets really small
- Sturmpioneers get too many bonuses. It didn't matter much though, and I doubt it will matter anymore post AT-veterancy fix.
they get a good amount of received accuracy and accuracy buffs, but all other buffs are more or less buffing their pioneer capabilities. wouldnt say that this is too many, especially considering cost and fragility
This is very interesting.. because there is something which vCoH and CoH2 have in common:
Both games have perfectly balanced and very skill-based vanilla factions..
and what vcoh wehrmacht had was the option to buy veterancy and quite strong veterancy. so naturally, wehrmacht got strong in the lategame and as both sides lost units, wehrmacht could replenish their forces with veterans while US could not. and this worked out, therefore i wouldnt say that having vet 5 is intrinsically imbalanced
ukf deserves a nerf overall, cromwell, comet, arty cover are too strong atm
okw is far from being such an offender, vet 5 on an infantry squad means nothing in times of calliope, land mattress, double m1919, some minor readjustments may be needed (12 cp for command panther,...) but touching vet 5 in general is absurd