It's not mid range it's more like the long range. In game mechanics wise a lot of smgs like storm mp 40, shock posh don't technically fire any shots beyond range 20. Rof*burst is less than 1 shot(s) meaning no shots. So tactical advance can't actually do damage. For stg it was 3 shots at max range.
To my knowledge burst will always fire at least one shot (basically shot/frame "0") |
Panzer III (and this unit as well) would make more sense thematically for Ostheer (as well as from a balance perspective).
Hetzer and Ostwind are hardly weak either, just have weird timing with OKW's truck system. With veterancy both units are actually pretty scary and possibly too good (good luck getting them vetted though). |
The LMG42 Grenadier squad (grenadier_squad_mg42lmg_mp) that is called in inside of a 250 halftrack in the Mechanized Grenadier Group ability still uses the old 0.77 received accuracy modifier for vet 3 instead of the current 0.8 reduced damage modifier.
On the topic of veterancy, I also think the obsolete 25% ability range and 25% recharge bonuses to vet 3 riflemen (such as the smoke grenade they no longer get and the extra-vet smoke grenade they no longer get) should instead apply to the Rifle Company "Fire Up" (current recharge time 40 seconds), Rifle Company Riflemen flares (current recharge time 30 seconds, range 50 so probably no added range there), and/or the Urban Assault Company incendiary grenade (current recharge time 30 seconds, range 15).
On the ostheer side again, the artillery officer's old victor target ability 40% range increase at vet 2 could/should be transferred to his heavy mortar barrage ability (range 35)
These changes would be very good QOL fixes and make these unique doctrinal bonuses more accessible. With regard to the mechanized grenadiers it would also be an important normalization change. |
This would just further punish keeping your light vehicles alive into the late game, a point in time where they are already painfully useless atm (with the possible exception of Puma and AEC, and even those are questionable*)
*Stuart also has one somewhat useful ability for versing tanks, and then a suicide snare button in the engine block shot ability |
Why wouldn't Panther recieve that nerf? If the concern is that TDs shut down medium play (as to why SHOULDN'T 140+ fuel AT only vehicles be good against tanks is beyond me) then the Panther, which does the same to allied mediums, should be included.
If you want me to generate a random excuse for why the Panther is excluded, I'll say because it doesn't have the full 60 range. If you want the real answer, it's a concession to a small but vocal group of axis mains who consider the Panther completely underpowered, and one I therefore felt necessary to propose in exchange for it receiving the heavy_tank type tag and thusly not being harder to hit with dedicated TDs (it's counter in turn) after this change. |
Not a very elegant solution either. We are specifically moving away from invisible modifiers as much as we can to make the game more straightforward to everyone. Introducing artificial accuracy modifiers (on top of the natural accuracy modifier that is target size) is not a good direction to take.
On this subject: I mean no disrespect, but is the secret higher retreat RA on the M2HB ever going to be normalized?
To me it seems very strange that there would be a bent towards streamlined unit statistics when so many of the last few patches have involved unorthodox solutions like more received damage modifiers for vehicles and infantry, infantry_discount tweaks, and the multitude of requirement_action changes infantry sections underwent when they were nerfed.
It is not as though this needs necessarily be a complex modification either; the exact reverse could be engineered with a lower (or normal medium tank) baseline accuracy and a target-type modifier for heavy tanks (which would also make TDs less a full measure counter versus light vehicles as well as medium tanks)
I am also curious why there would be hesitance to place a build requirement on heavy tanks as it is not altogether anything more to request than the massive number of requirements already put upon producing them, and depending on the placement in the build order certain requirements could actually be removed, since the building required would in my proposal be the very building the unit is being built from, and any tech required normal for unit production at that stage anyway. |
Every game I have seen with Allied TDs dominating axis tanks has been the same. It's always been:
- axis never flanking
- axis forgetting blitz exists
- axis forgetting that shot blockers exist to hide their armor behind and taking free damage all the time
- axis forgetting that they have cheap Stugs and 60 range JP4s who can go head to head with allied and instead rely on heavies with P4s only.
Etc.
I can't remember ever having watched a game where I didn't think "he would have won if he just did not make X/Y/Z mistake with his armor play."
While I personally agree with this and see many casted games where I cringe at the Ostheer player seemingly knee-jerk buying the Panzer IV despite an obvious armored threat, this issue comes up constantly and so I feel it might as well be addressed. The 'fix' that I recommended would not make TDs completely useless or something versus medium tanks as TDs already possess higher base accuracy as well as range compared to medium tanks. |
If we decrease effectivness top-TDs against mediums we will get situation with effectivness allied mediums vs axis mediums (hi waves of threads about balancing allied mediums against axis mediums), especialy fun will be with soviets, where stock t-34/76 is trash against p4. 1vs1 each axis medium better than allied, add stug/JP4 and you will get reverted version of current allied meta (top tier TD+mediums). Stug and JP4 counters any medium and have range advantage, P4 have armor advantage and always have better chance to win 1vs1 engagement. Such changes just make commanders with premium mediums/tds meta (t-34/85, m4c, E8, m10).
IMHO, if we want get rid off allied TD meta, the better way just increase DAMAGE (200 or 210) and reduce ROF. TD still need 4 shots to kill mediums, while have low ROF, it will be much less effective against mediums and give them more time in fight against TD's, but make them more orientated against heavy targets.
It is true that axis mediums are generally better all around and particularly versus other tanks, especially when compared to the T-34/76 and to an extent the Cromwell. However, they are generally more expensive and in some ways are a natural mirror to the generally superior light vehicles the allies get earlier in the game (T-70, Stuart vs Pz II, Sdkfz 222). With the possible exception of the T-34/76 because of its terrible main gun, I think the discrepancy in stats between factional medium tanks is not too terrible as to pose a major balance issue. Target-type style accuracy change also means that allied TD effectiveness versus Stug III and JP4 should remain unchanged, and the JP4 would also be subject to this nerf.
I would recommend maybe increasing T-34/76 penetration at least at max range (from 80 to 90 or somesuch, so it at least has a 50% chance of penetrating Pz IV in long distance trades) |
Shit, I posted this in the wrong forum. Is it possible to move it to COH2 Balance?
Edit: Thanks Hannibal |
This thread is an attempt at identifying and resolving key issues with the current tank meta in CoH2 without making drastic changes, thereby hopefully allowing for impartial changes that can be effected in a single patch or two.
As such this will be a relatively short opening post split in two parts: issue identification and issue resolution.
Issue 1: Heavy tanks dominate the meta. The faster availability of heavy tanks and their AI buffs make the appearance of heavy tanks such a commonality that it forces a very short window for medium tank play and further contributes to TD meta on the allied side as no other vehicles are capable of tackling them.
Issue 2: Tank destroyer dominance. TDs, again typically on the allied side, are such an effective counter to medium tanks that it further limits their timeframe of viability and can be said to contribute to the existence of the heavy tank meta.
Other issues can be said to exist presently, regarding Ostheer T4 or certain nonviable units like the SU-76M, but for simplicity's sake and to hopefully prevent partisan flamethrowing I will not cover them here. Furthermore, in my opinion, both these issues are inextricably linked to one another, and one can not be resolved without the other.
Without further ado...
Resolutions to Issue 1:
1. Move all call-in heavy tanks back to CP-12 (with the current tech requirements). This artificially delays their arrival and was the original position for many of these units. It is no coincidence that the majority of the heavy anti-armor commander abilities are also unlocked at this command point window. This is a simple solution that does not modify the actual capabilities of these units and so may not be seen as the correct solution, but it would in my opinion benefit the meta tremendously regardless. Being a simple fix it would also be easier to determine competitive impact.
2. A more radical solution, but still one that does not involve much stat changing, would be to require heavy tanks be physically built from tech structure and with a long production time. Preferably this would be done via end-tech T4 building on each side, which may have the side effect of making Ostheer T4 preferable, though it could also be argued it makes the Tiger less accessible. I would like to see this implemented at some point in the future, given how stupid it is that heavy tanks can be called in instantaneously but not very basic medium tanks or TDs, but it is a more difficult solution and thusly not one I see as realistic at this time.
3. Stat changes and/or price increase. Most difficult solution, least realistic, but probably eventually inevitable. In any case I will not discuss specifics because this solution would not be something easy to implement and this thread is concerned with simple fixes that could be effected in a single patch and not intricate ones.
Resolutions to Issue 2:
1. A 75% or so decrease in TD accuracy via the target-table when being used on medium tanks via type medium_tank. Note this type is also applied to the Panther; in this case the Panther should have it replaced with the heavy_tank target type, or otherwise lose the medium_tank type, so as not to be effected by this change (given that the allied rosters have no other armored counters to the Panther)
The Stug III, SU-76M, Panther (if we consider this a TD) and possibly the M10 should be exempt from this nerf. Also exempt should be the heavy call-in TDs. This change would make Tank Destroyers less effective versus medium tanks while keeping them effective versus vehicles for which no other counters would exist (Heavy call-in TDs exempted by nature of their enormous expense and limited viability in any case). I also believe, as part of this change, the M36 could probably lose the above-average moving accuracy it currently has in order to cement its use as a defensive or reactive instrument and not a diving unit.
Note this resolution is the only (relatively) simple one that I can immediately devise and is partly dependent on resolution of Issue 1, as any modification of the allied tank destroyers in particular would be, and the results of that change would need to be examined before much statistical work can be done on the variety of TD units and TD analogues involved in this issue. |