This is one of the coolest things I’ve ever seen |
Sure let’s allow USF to get a tank that beats a P4 for a total tech cost of 110 fuel
You on crack bro |
I fail to understand the point of OP’s post.
OP states a fact about the stats of an ability in the game, and request a change of these stats, but I don’t see any argument as to how this change would improve coh2’s balance or gameplay.
Nowhere in the post does OP explain why this change is necessary or why it would be a positive change. The grenade may be better stats wise than other grenades, but when combined with the Soviet faction it may well be balanced. If OP believes that shocks are making the Soviet faction over perform, and that nerfing them would be best accomplished by nerfing their grenade, it is not mentioned.
If OP believes that the grenade should be changed to be similar to other grenades for gameplay reasons, such as it causing random wipes or it’s power being poorly explained to the payer, it is not also mentioned.
If the the grenade should be changed has been feverenty argued in this thread, but few of the posts have addressed why, if at all, it should be changed, and neither did OP’s post.
So ,I think we should discuss why a change might be necessary before proposing the changes themselves |
Except the axis are still on the back foot by needing 175x2 fuel to possibly maybe fight off 140x2 and anything less is hopeless.
Axis need 175x2 fuel of panthers to counter 140x2 fuel of Jacksons right now, so I don’t see the difference.
In the end, you are paying an extra 35fuel for the machine guns of the panther. Since my E8 rework would have similar AT to the panther And the same amount of AI (3 MGs), a price increase to 175 fuel, the same as the panther, would be necessary. |
Would it be medkits like OKW, that heal all surrounding infantry in a radius? Or just a box for 1 squad w/o AOE heal?
If soviets have the ability to heal more than half their army for 15 munitions, there would be little incentive to buy base medics(rather get 1 more cons that can be cheaply healed). 15 muni is not that huge of a muni sink every few minutes.
I'd personally prefer to see a smoke barrage for 30 muni similiar to the ability from Heavy cavalry commander from USF(with a delay of 6 sec or so), but that is possibly a fantasy in this stage of development. Atleast i wouldn't have to buy a mortar if i want to smoke a VP or team weapon.
If I were designing the ability, it would be a 20 munitions for 1 aoe heal crate, with a 3 minute cooldown. The limit to 1 every 3 minutes would mean that you could not keep your entire army healed the entire time, and keep in mind that you would have to keep the M3A1 alive Untill you build T3.
This would mean that even if you managed to keep the M3 alive, you would spend the entire time until T3 is purchased with no healing if you don’t get medics, and even after T3 you would be unable to heal your full army. |
The M3A1 is very powerful early game, but so is the T70. Looking at the T70, we can see it gets a powerful support ability that you can use after its optimal timing if you can keep it alive.
However, giving the M3A1 a powerful support ability would give your opponent almost no time to breathe and recover, and Sov isn’t really suffering in viability right now.
I think there should be some reward for keeping it alive, and Sov does lack on the field healing. However, I feel like giving it healing right after its optimal timing would be too oppressive, as the time after that is where your opponent can recover from its power and take advantage of your damaged squads and lack of AT.
I would give it a med crate ability once T3 is purchased. This would be a reward for keeping it alive, but hopefully prevent it from allowing Sov to apply relentless pressure on to its opponents. |
So then you run into the issue where a Panther loses up close to an E8 and loses at range to a Jackson so you basically can not use any armour if the enemy fields both an E8 and a Jackson. so gg?
If we consider a Jackson - reworked E8 versus 2 panther scenario, I don’t think this would be the case, as it would still be about positioning, just the optimal positions would be different.
The USF player would want to whittle down the panthers at max range with his Jackson, while the E8 protects it from dives. If the USF player messes up with the Jackson, the Ost player can just dive past the E8 and kill the Jackson, or if he messes up with the E8 the panthers can snipe it and the Jackson won’t have the dps to kill the panthers before the E8 dies.
Conversely, if the USF player plays well, he can whittle down a panther with his Jackson and then dive it with the E8, killing the panther, or if the panthers dive and he keeps the Jackson at max range while microing the E8 to point blank, he can also kill the panthers.
So there are ways for each side to win |
My personal idea for an E8 would be just to buff it's AI power. It wouldn't be able to take on panther but would be good in combined arms with one jackson and you'd get a tank besides the dozer that can handle infantry.
But, like I said, this would just make it even more similar to the M4(76).
Also, in my original post I said that I would:
Make it so the Easy eight can 1v1 the panther, where the Easy eight wins of it can get close while the panther wins at range
So, as you can see, it would be asymmetrical, but it would be the opposite of the tech tree asymmetry. This would introduce a new play style to USF instead of just creating another M4(76) duplicate. |
You won't see E8s because usf has enough AI they can double down on the best AT in the game. They don't need to dilute their AT in favor of more AI unless they feel like it and even then, Scott's or even an HE m4 would do better.
It needs refined and it needs a role of its own. Being an optional variant in a faction with great stock specialist just doesn't blend. Especially not when you have to pay a premium for them. Let alone picking a commander just for the privilege.
Does this mean you are for a rework like my proposal? Or is your point that you think people still wouldn’t buy it even with my proposed rework |
IMHO, E8 should get a slight AI buff and (maybe) along with a price increase. It doesn't need to go toe to toe with Panther. It's unreliable at all ranges vs it but if it had the AI power to compensate, it would be ok. It would have a role. Medium brawler (something that USF lacks hard) with good enough AI to induce a bit of fear. Even if it's an itsy beatsy tiny fear. Furthremore, it doesn't necessarily need to bounce shots from pak or raketen. The whole design of E8 was around the suspension. Mobility + moving accuracy. If I'm not mistaken, the suspension on it was miles ahead of any other tank in WW2. Right now any infantry can just run around it without [any] fear of being bled. And alongside that it's not a cheap tank to begin with + it's doctrinal.
Why though? USF is not lacking in premium mediums with good anti inf, but what it does lack is an AT brawler that can match the Panther.
By changing the E8 to be an AT brawler, you add something new to USF’s lineup. However, If you buff it’s anti inf, all you get is another Sherman dozer/ 76mm Sherman alternative. |