Only if penals come with the flame thrower, else we run into the problem with the 221/222 where the upgrade was a nobrainer but crippled the unit without forking out the muni.
it wouldn't be that simple. the 222 was still pretty bad until the health upgrade recently. I would say that it's actually the hp that made the 222 decent, not the "free" cannon.
Giving the penal their flamethrower by default is not going to get around the necessity of buffing the unit.
I'm making a mod combining the various suggestions in an attempt to improve the game's balance and gameplay, as well as fixing various bugs.
link to the mod:
http://steamcommunity.com/sharedfiles/filedetails/?id=716438093
thanks to everyone in this thread providing feedback. [
note that this is a separate effort from miragefla's mod. He and I have different opinion on regarding balace, and so I've decided to make my own version.
new grand list of changes (9/2/16). This list will be continually updated as more changes are added or removed.
https://docs.google.com/document/d/1PmjzZ77TVnD09iHRi3Yn7wObnAz-UlUloUqIl_iNd94/edit?usp=sharing
old grand list of changes, kept for record
Show Spoiler Soviet:
decreased the close-mid range firing rate of sniper to make them more vulnerable to infantryincrease the viability of the penal squad by increasing their mid-long range dps and usefulness of their satchel.
penal satchel now cause damaged engine at 75% health, and destroyed engine at 50% health
penal rifle accuracy changed to .69/.65/.5
penal rifle far cooldown modifier buffed to 1.25
penal svt40 dps: 5.9970|5.9970|4.4449|3.2338|2.5653|2.0904|1.7244|1.4338increase the viability of the conscript by increasing the potency of their molotov and their firepower
removed flare mine from conscript
conscript received accuracy bonus changed to .71, moved to vet2
conscript weapon bonus moved to vet 3
conscript now receive a free "elite" svt40 at vet 1
elite svt40 dps: 5.54666|5.3180|4.9071|4.5447|4.2225|3.9344|3.5418|3.1942
Molotov throw time decreased to .619 seconds
Molotov cost increased to 20 mu
lower the potency of the maxim by decreasing its mobility
maxim setup increased to 2.5 seconds from 1.5 secondsincrease the viability of the t-34/76 by increasing its general firepower
t34/76 main gun reload time decreased by 1 second
t34/76 cost increased to 310mp 100 fuel
Wehr:
decreased the close-mid range firing rate of sniper to make them more vulnerable to infantrylowered the cost of the medical kit to boost the wehr's early game power and to give it better map control through the use of on-field healing and reinforcement
vet 1 medical kit cost lowered to 15 mulowered the cost of the pioneer to better reflect its combat performance
pioneer squad pop lowered to 5lowered the veterancy bonus of the grenadier to bring it in line with rifleman and tommies. lowered its population cost to more accurately reflect its early game strength
grenadier vet 2 accuracy bonus lowered to 30%
grenadier squad pop cost lowered to 6decrease the survivability of sniper to make the unit more risky to use
sniper target size increased to 1.15 decreased the cost of the wehr mid-late game building to increase their viability
t4 and t3 building fuel cost lowered to 50increase the population cost of the panzer 4 to bring it in line with similarly price units such as the jackson
panzer 4 pop cost increased to 14
USF:improve the sherman's durability to improve its viability as the USF's late game unit and main tank
sherman armor increased to 180
sherman hp increased to 800
sherman cost increased to 350 mp 125 fuel 14 pop
sherman penetration lowered to 80/100/120
sherman size increased to 24
pintle mounted .50cal cost lowered to 50 munition
improve the American's artillery to increase their offensive capability against dug in enemy.
m8a1 scott hp increased to 400
major artillery cost lowered to 90 munition
pack howizter barrage recharge time lowered to 30 seconds
m8a1 scott barrage recharge time lowered to 30 secondslowered the scaling of the rifleman to encourage the usage of USF combined arms
removed rifleman terminator veterancy
riflemen m1919a6 cost lowered to 60, limit one per squad (can still mix upgrade)lowered the cost of the .50cal to improve its viability as the USF's main suppression platform
.50cal cost lowered to 260 (reinforcement cost remain the same)
OKW:
replace the volksgrenadier's panzerfaust with a panzerschreck to encourage combined arms and its role as support for the OKW's vehicles and elite unit.
volksgrenadier schreck replaced with panzerfaust redone the veterancy bonus on the volks grenadier
Volksgrenadier vet:
vet1: free mp44 (panzergrenadier mp44 clone)
vet2: -23% received accuracy
vet3: +30 weapon accuracy, -20% weapon cooldown
vet4: +20% sight
vet5: passive healingincrease the population cost of the panzer 4 to bring it in line with similarly price units such as the jackson
panzer 4 pop cost increased to 14
increase the versatility of the fallschirmjaeger by improving its panzerfaust ability to match that of the grenadier's.
Fallschirmjaeger panzerfaust range increased to 18 meters from 15 meters.provide the OKW with a usable suppression platform by increasing the flak ht's surviability and mobility.
flak halftrack setup time decreased to 3 seconds
flak halftrack max speed increased to 6.5 seconds
British:
decreased the close-mid range firing rate of sniper to make them more vulnerable to infantrylowered the cost of the glider commandos to more accurately reflect the squad's strength and the glider transport's utility. lowered the damage of the light gammon bomb to more accurately reflect its cost and lower the possibility of an ohk
glider commandos cost lowered to 410mp, reinforcement cost unchanged
glider commandos squad pop cost lowered to 9
infiltration commandos squad pop cost lowered to 8
light gammon bomb damage lowered to 80 increased the cost of the vicker to more accurately reflect its performance.
vicker cost lowered to 260 mp (reinforcement cost remain unchanged)lowered the long range capability of the british emplacement to lower its offensive power against axis artillery
mortar emplacement autofire range decreased to 80 m
mortar emplacement cost lowered to 360mp
bofor suppression barrage range lowered to 60 mincreased the 17 pounderâs range and hp to improve its combat capability, mostly so that it can win against the jagdtiger one on one.
17 pounder emplacement range increased to 85 metersdecreased the 17 pounderâs pop cost to make it more viable
17 pounder emplacement pop cost lowered to 14increased the cost of the bofor emplacement to increase its rarity, and increased its hp to increase its durability
Bofor cost increased to 300 mp 120 fuel 12 pop. Build time increased to 225 (45 second with a 5 men sapper)
Bofor hp increased to 1500hplowered the cost and the reload time of the firefly to improve its performance as the british's main tank destroyer. lowered the cost and potency of the tulip upgrade to decrease its alpha damage and the possibility of ohk against axis armor
firefly cost lowered to 380 mp 135 fuel
firefly reload time lowered to 8 seconds
tulip rocket damage lowered to 2x100
tulip rocket upgrade cost lowered to 30 munition
tulip rocket ability cost lowered to 60 munitiondecrease the survivability of sniper to make the unit more risky to use
sniper target size increased to 1.15
improve the british's artillery to increase their offensive capability against dug in enemy.
Tommies and sniper coordinated artillery range increased to 35 meters
coordinated artillery recharge time lowered to 90 seconds
coordinated artillery 25 pounder reload time lowered by one second
coordinated artillery and sexton 25 pounder aoe profile increased to 7/6/3/2
coordinated artillery 25 pdr scatter decreased
sexton artillery range increased to 160 increased the cost of the cromwell to more accurately reflect its performance.
Cromwell cost increased to 340 mp 120 fuel
refit the PIAT with a tracking projectile, to give the british infantry a reliable counter against enemy vehicle
PIAT projectile now track its target
PIAT damage lowered to 80
PIAT deflection modifered lowered to .25
PIAT range lowered to 35 meters
PIAT cost increased to 45 munitions
increase the churchill's durability to improve its performance as a breakthrough tank
churchill variants hp and armor standardized to 1280 hp and 320 armor
anvil churchill cost lowered to 510 mp 180 fuel 16 pop
increase the universal carrier 's durability to improve its performance as the brit' early combat vehicle. Lowered the wasp's cost to improve its viability as the british's main anti-garrison unit.
universal carrier hp increased to 320
universal carrier cost increased to 220 mp 15 fuel
wasp upgrade cost lowered to 60 muitionremoved the scoped Enfield from the vet 3 tommies to lower their tendency to drop heavy weapon. increased its veterancy bonus to offset the loss in firepower
removed the scoped Enfield from vet 3 tommies, increase vet 3 weapon accuracy bonus to 30%
lowered the population cost of the tommies to more accurately reflect its performance.
tommies squad pop cost lowered to 6/7
lowered the cost of the bren gun to more accurately reflect its performance. Limit one per squad to prevent a snowball effect
bren gun cost lowered to 50 munition, limit one per squad (can still mix upgrade)lowered the cost of the hammer gammon bomb to improve its viability and to improve the versatility of late game tommies
hammer gammon bomb cost lowered to 45 munition
fixed an issue with Royal engineer's vet 1 bonus being applied to weapons beside their sten gun
Not sure what your point is. Conscripts are mid to far using bolt action rifles, penals are mid to close using carbine/flamers. (They probably out DPS conscripts if they have a flamer in ranges 20 and bellow)
As I said if they need a boost in DPS that should be to mid and not in far...
penal being a "mid-close" range unit is an artificial constraint.
penal's mid and close range dps are not even that good. the wehr pio have better close range dps than the penal.
the penal are just crap. their dps is neither good enough at close range nor is it good enough at long range.
I think the biggest problem with a straight up damage buff is that it would make them like American rifles but with an extra man and Sprint... They almost need a cheese to be unique.
If they are buffed too much then we have another flamer rifles...
the american flame rifle was difficult to balance, because the flamethrower was an unique situation. It would not have made sense to nerf the rifleman in order to accommodate a DLC doctrine upgrade. The only sensible thing to do was to nerf the flamethrower itself in some way.
By comparison, the penal and flamethrower are irrevocably linked to each other. there's a lot more room to work here, because the penal would be balanced and designed around the fact it's got a flamethrower.
Penal don't need double far DPS. They are designed mid to close and since they are using flamers will move to range 20 to fight or will lose the DPS of member due to flamer. They do need to have different veterancy bonuses and abilities.
If they need mode DPs and as long as they have a flamer upgrade that should be at range 20 and not at range 35...
Or a completely different role...probably of cheap cannon fodder...
https://docs.google.com/spreadsheets/d/1LOYMDi_XR7rILsk6HbAZqGihsk22t-45C_6NbQEP-m0/edit#gid=0
for a 270 mp unit, their dps is abysmal. Their mid-long ranger dps is even worst than the conscript.
(By the way, firesparks, I dont see Kubel under OKW vehicles or small arms in this spreadsheet?)
fixed, thank you. it's under the vehicle section.
To be fair that isn't really a problem with the Vickers, it's the extraordinary strength, availability and cheapness of OKW grenades which is ridiculous.
wehr rifle grenade and panzerfusilier grenades are just as deadly.
- If you loose a Bofor, you dont loose the ability to build tanks, with Schwerer you do
the issue is more due to the price. the schwerer cost 300 mp 135 fuel, compared to 280mp 30 fuel on the bofor.
the advanced bofor is just as difficult to take out as the schwere, if not more so, but the bofor is a lot cheaper.
the bofor isn't the first emplacement in the game. the okw flaktruck have been in the game for roughly two years now.
the question is, what make the okw flaktruck works? people tolerant the flaktruck but the bofor is universally despised by the axis.
(according to stat.cho2.hu)
Suppression per Second (far/near)
MG34 - 0.06 / 0.10
MG42 - 0.07 / 0.11
Maxim - 0.08 / 0.07 (better for far, interesting)
DShK - 0.11 / 0.18
.50 cal - 0.09 / 0.17
Vickers - 0.06 / 0.09
DPS (calculated for a certain target, general infantry)
MG34 - 1.36 / 10.99
MG42 - 7.85 / 25.85
Maxim - 7.05 / 13.42
DShK - 9.28 / 30.15
.50 cal - 9.09 / 27.30
Vickers - 7.33 / 34.86
So yeah, Vickers has the best DPS (for closer ranges), but the worst suppression (for far ranges)
I made a more detailed chart for dps.
https://www.coh2.org/topic/50986/coh2-dps-chart/page/1#post_id510832
the vicker does have significantly better dps under 20 meters, but at that range the team is going to be eating a grenade anyway.