There is a very simple fix to damage sponge vehicles like the KV1 and Churchill which quite elegantly gives them a clear role and clear counters.
First of all, they should only be able to use HE shells, so that they are only useful vs infantry and support weapons. They should not be able to fight tanks. Tanks should be a hard counter to them. Jagtigers/Elephants are not a counter, they are in super niche doctrines, unless you want to put the churchill in a doctrine in which case the convo changes.
This solution should be accompanied by a buff to Axis td penetration, just like allied TDs started penetrating axis armour like crazy, ie the Tiger. This way Tank destroyers hard counter heavy tanks, while these tanks are useful to hard counter support weapons and infantry. |
Being tested.
What’s being tested? Weren’t the final patch notes just that? Final? |
Community exists outside of top streamers and 1v1 players so...no.
not saying i dont appreciate the effort and using your own time for it
Fantastic idea, let’s have the steam community from the steam forums balance the game. I’m sure codguy and Trigon will have amazing insight into how to make the game better. |
How exactly is the frag grenade worse than the flame grenade? Because last time I checked, alpha damage on grenades is much more useful than slow DOT damage that can be avoided within seconds.
It’s a nerf though, since you won’t be able to get enemy units off green cover with ease and bully them in the open.
Garrison clearance would ben a problem though. I’d love to see flame nades replaced with frags and then an actual mortar being placed in T0 to deal with garrisons. |
Eh I wouldn't really call them "elite". They're rifle squads with a non-transferrable thompson.
Single man officers would be too random IMO in the sense that they could easily die from random mortar/arty shells or tank shots without any real counterplay or skill involved on either side, even if they had a lot of health like in coh1.
Being able to attach an officer model to rifle squads and get the requisite abilities and thompson instead of getting a whole LT/CPT squad by itself would be an interesting concept IMO. Major is a good design I think though, since it really isn't going to be killing anything but also has some interesting capabilities and being 3 man means he's got a chance of surviving stupid RNG like I mentioned above.
Good points. My characterization of usf officers as “elite infantry” would peobably make more sense as “pseudoelite infantry”, since they get the extra thompson and the smoke, as well as vet 3 sprint. To me this is bad for the very simple reason that you get the whole squad for free. If the officer was attached to a prexisting rifleman squad, not only would it be a lot more fair, but you could also expand upon the concept and make it a central theme for the faction, with cpt and lt giving really good buffs to their squad and potentially passive bonus auras to nearby units. I also agree regarding the major, as I think it’s a good unit and not too powerful.
So my proposal would be this: Instead of a new squad, the tech up would gove your squads access to either a cpt or lieutenant upgrade, just like ostheer upgrades grens to 5 man squads. The new officer could have a thompson or bar. Maybe cpt would give 20% speed, 20% accuracy and the ability to repair vehicles, while lt could give a grenade assault ability, mark target and camouflage. Of course, such changes would require additional balance changes to the entire faction to keep the power level constant. I don’t want anyone to think I’m suggesting double bar riflemen with a 6th man bar officer giving them bonuses and abilities. |
nope heavy TD are still meta and still frustrating for alies espiecially on maps like hill 400
Heavy TDs are the symptom, not the cause. The real illness is that people were bitching for years about open maps because they didn’t fit their “I’ll build a maginot line here and valiantly hold” gameplay delusions that only kinda works on corridor maps. Now team games are left to be played in garbage maps like hill 400, Ettelbruck, Oka River and 4v4 maps like Red Ball and Hamburgh that were designed for 3v3. |
I still see people stalling for Pershing vs double Panzer IV Ostheer. Problem is they lose so much of the map that by the time the Pershing hits the Ostheer is near a Panther.
I think the issue is the same one with rushing a Brummbär in a 1v1. Yeah it’s a great tank, but things go downhill in a hurry if it’s outnumbered.
I think if someone gets a Sherman and Jackson and vets them up before calling in a Pershing, it would work much better for them. This is the case for me and calling in a Tiger, as I always make sure to have a couple tanks near it for support, otherwise it’ll die. |
Well the thing that drags officers down is the absolute garbage design of the usf which hasn’t been fixed and never will. Tiering up should never give you an elite infantry unit with vet 3 sprint. Now, as for the ideal design.
First thing we need to ask is: Should it be a single unit or a squad? Single unit diminishes combat capabilities, but allows special abilities with quite a bit of counterplay. On the other hand a squad makes the officer much more useful and allows integration into the army by participating in battle. In my opinion the major/okw officer design is the best one. 3man squad that can fight in a pinch and has utility capabilities like a mobile retreat point, mark target and recon. Another concept that could be stolen from steel division 2 is giving veterancy gain boosts to nearby infantry.
Another option is officers as immovable units in your HQ that give you passive or activated bonuses. You could also put officers in light vehicles as sort of a command vehicle, which IMO should work like the ukf command vehicle with slight bonuses and neutered combat capabilities to balance it out,
What of we went for a more Dawn of War approach? What if we could get an officer unit and we could just attach it to a squad to give it bonuses? Obviously it would have to be more oprimized than then beits coh1 version, but it could be viable. |
Give it the OKW Ostwind treatment and put it in the last tier. |
There's 5 in total, standard M4A3 Sherman, M4A3 76(W) Sherman, M4A3 105 Sherman, M4A3E8 Sherman, and the Calliope.
This Jumbo would be a 6th variant with more armor, hp, slower and with the same 75mm gun as the standard Sherman but no shell changing, at least in my mind.
It would be easier to balance right now than the Bulldozer for Urban Assault and would provide a new and unique useful tank for the new commander that many people want, plus it arguably fits the theme better than any other unit. Of course that if you're assaulting a town you'll want to send in your most armored tank to support your infantry, and not one equipped with a bulldozer blade lol.
Also another picture of CoH models of the 76(W) Sherman and Jumbo from a mod:
Barely any difference is noticable besides the gun.
That’s cool and everything, but a Heavy tank does not fit the theme of an urban assault commander. Not only is pathing in the game difficult for heavies in narrow environments, but historically attacking towns with heavy armour was not an option with all the rubble in the streets. I think the jumbo is just a case of people wanting more shiny new stuff. |