When 5 entities fire on 4 entities it is certain that at least 2 entities will be firing on a single entity.
I did not object to that.
What I said was that, in a real game, you'll most likely get a 2/3 split of Riflemen firing on Grens and 2/2 split of Grens firing on Rifles in an open field battle. On top of that, cover will split the damage more equally, which will more often benefit defensive factions than offensive factions.
You can always change the officer's build time, that what the modding did, nerfing it at max so USF had the later powerspike possible, not even being a powerspike anymore.
I don't get what you are saying in this one. Could you rephrase that please?
Do you know that Grens have better DPS than rifles until 12 range ? The moment you lose your extra model over grens, you insta lose the engagement. That is also not factoring in the moving accuracy penalty that the rifles will take.
You're comparing a single weapon, not squads.
In this specific fight, the DPS evens out at about 17-18 meters. Even if one model gets sniped but you manage to get to that distance, you have better win chances in a 1on1.
Especially when in fight between grenadier and riflemen one grenadier entity is bound to be focused fired by two riflemen.
The formations have been changed quite some patches ago to address the issue of model snipes. They happen way less frequently now for Grenadiers. Choice of target seems mostly to depend on the distance to the target. On open field, both formations have 2 men in front that will likely get the heat.
Grenadiers will more often stick to cover due to OST's defensive design which allows them to split the damage more equally across all models.
I don't think balance team had much of a choice. From even some smaller things that they publicly said that Relic would not allow them to do, I doubt that Relic would have allowed them to fully rebalance USF tech structure.
Anyway, back to the point:
USF is short on MP in the beginning. In any normal build (3 Rifles into officer, but I think it is the same for 2 Rifles into officer), you will hit the 35 fuel for tech up way before you'd tech up anyway. The only way to make the teching up faster would be to reduce MP cost, but this would also mean that USF had a very cheap backup officer squad for the late game.
I absolutely oppose giving more LVs a recon mode. The game has already made factions more "samey" across the board, they don't need to make the units feel the same, too.
It is fully fine if some factions shift more of the cost to combat, while you pay for utility in others for the "same unit type".
The huge sight range KT is obviously stupid, as are highly mobile TDs that spot for themselves.
Volks also only get 42 vision when in cover and at vet4, which takes a while to kick in. That vet is good for defense, but useless on the offense. No core combat unit should be able to basically self spot and dodge MGs (in cover and in the late game, you might be able to pull your squad out before it gets suppressed. And even if not, the MG will be almost useless since you can easily crawl out of range). We can see this problem with Pfusiliere already, where you just get artied all the time.
What I would have liked to see on USF is to make the officers into actual support units. The Lieutenant is almost a copy of a Riflemen squad, while the Captain has some quite limited utility. The major is good, especially after the sight buff, but with 3 models he can be easily forced to retreat. But the first two need something different. They could even get a single M1919 upgrade in my opinion to add more long range firepower for USF.
Not much to add here. Riflemen are decent in 1 on 1. I think the problem is that they don't leave you any tactical choice. Axis have by far the upper hand in long range combat. They can choose if they want to drag out a shoot out or not, they can also engage with a single Gren/Ober and get an overall win from that because Rifles cannot compete long range.
Because they can't "skirmish", they are always forced into an assault. And the only way to ensure that the enemy has not superior numbers and can concentrate his long range fire on you is to have an all out assault with all squads. Either that, or do not assault at all.
I think that with my idea, this could be implemented in the current engine.
(I know you said this is a hypothetical but if Vipper is correct about both being built on the same system then we'd have to do a little thinking about how it could be achieved in CoH2 anyways)
Realistically, the player won't be able to tell the difference between whether a bullet missed their soldier entirely or just failed to penetrate, so I think just modifying the RA of certain cover types based on the weapon would work just as well, and it still holds to the spirit of your "armor" idea.
What do you think?
The real question is: Would you think it to be beneficial for both game play and making CoH authentic?
Anyway, I just checked: There is already a solution fully implemented in the attribute editor. Relic has probably already thought about something similar. You can manipulate a weapons penetration value depending on the cover the same way you can modify accuracy and damage. That's the same thing as increasing the targets armor, just coming from the other end.
An accuracy modifier depending on the penetration could work, however this would technically not account for penetration changing based on distance. I assume no one would notice, but it is not quite correct as well.
I could see why one want to introduce an "armor" system for infatry so that certain units can be more durable to certain types of weapons (although if such a system did exist it should be as simply and easy to understand as possible and not the COH1 mess).
I can even understand if some does not like the damage reduction green cover offers for small arms fire. I simply do not see the "armor" brings to cover that received accuracy can not bring.
I don't want to introduce a general armor system to infantry, that was exactly the point.
I doubt you have properly read any of my posts or you didn't fully understand them. I mentioned all of the above in basically every post I made in this thread, including lengthy posts responding to Gachigasm how I see an issue in introducing a general armor system as he suggested.
And what I am trying to pointed out is that the current system applies to weapon not squad themselves and that is why direction cover and point mechanism works.
By giving an armor bonus to squad itself instead of the weapon one has to add a new calculation done by the squad to see if the weapon firing on the squad should get cover penalty or not. (not even sure if that is possible)
If one want to the effect you describe all one has to do is to adjust the cover tables of "high penetration small arm" so that they have lower accuracy/damage penalties so the DPS equals that of armor.
I've mentioned multiple times now that this is a design discussion that is untied from engine restraints. I've mentioned how the current system of RA and damage reduction is not authentic and what issues it creates, to then further introduce how my suggestion could at least partially solve even those. From the beginning I clearly stated my suggestion is not supposed to be introduced into CoH2 and that there would be issues in doing so.
Please stop with assuming to apply all changes to the CoH2 system. We don't exactly know how CoH3 functions, I assume similarly, but nevertheless we get a "fresh" start with people working on the game and being able to make larger changes even after release, as seen with CoH2. But even assuming all that, this discussion can be completely untied from both CoH2 and CoH3.
EDIT: In the end, even in CoH2 and since infantry armor is standardized, you could just apply a penetration debuff on the weapon if it shoots at squads in cover. Not sure if the Relic devs allow for that in the mod tools, but that would technically be a very easy thing to implement using even the old CoH2 system.
As I already have pointed out that can create issues with light vehicles and their balance.
And as I already pointed out, this is a general design thread, not a balance thread about introducing a new "feature" into the current CoH2 environment.
One issue I can see is AoE weapons like a tank hitting the cover in front, but still being able to heavily damage the model behind it. Although I assume that is probably quite realistic, it might not make for good gameplay.
The Cover tables system that is now used takes into account cover mechanisms like direction cover/point blank mechanism.
The armor bonus you are proposing which would be based around the squad itself and not the weapon firing would probably not since a squad with either have the bonus armor or not.
I didn't clearly specify, but the armor bonus should obviously be directional. This is also how defensive cover bonusses are currently applied.
You've also mixed up how the bonusses are applied in CoH2. Defensive bonusses are applied per model and are directional, the offensive ones are applied per squad, which is the opposite of what you wrote.
My point was that the RNG of 1) and 2) is the same. There is no way to distinguish between a shot that missed and a shot that hit but bounced. The player only sees two outcomes, regardless if there are two layers or only one layer at work behind the scenes. And the chance for success in any matchup of two squads will be stable. For two squads, you can fully transfer the penetration chance to accuracy and the other way around, as long as there is no deflection damage. The main difference between options 1) and 2) is that the behaviour of 1) is more intuitive if you look at multiple different squads.
If we assume 3 squads, one having low armor and pen, the second medium armor and pen, and the third one high armor and pen, this becomes very clear: The low squad loses the medium one. The medium in turn is weaker than the high one. Everyone will assume that the last squad is just the strongest of them all and should absolutely wreck the low one. But nope. The low and medium squad die at the same rate, because the high squad will 100% pen both of them at all times, so armor does not matter. That is the problem with armor on infantry. Top it off with the fact that all of these people are made from meat and bones, there is no reason for them to have any "armor" beside gameplay reasons.
From my experience when I tested small arms fights, the main component for RNG was not accuracy, but if the squad focuses down one model or if they target different ones. If they target at least two models, early drops rarely happen, because too many shots have to be made before the first model is killed, meaning that you will be close to what you expect from the fight. Only the old vCoH system can actually lower the effect of early model snipes, but not cancel it out.
I doubt your system will really solve the issue you are describing, but in the end also create other problems. From what I get, you want to remove e.g. model snipes and similar high impact RNG based stuff from small arms.
But as long as there is a decent chance to penetrate and deal full damage, model snipes will always happen at a regular rate. One option is to increase the range of armor values, so that your chance to penetrate is actually fairly low. Model snipes would then be a really rare occurrence. However, this leads to the problem I described above with the "low/medium/high" squads: If armor of infantry is not standardized, there will always be very odd and unexpected behaviour of different squad match ups. There are too many options to discuss them all, but at the moment I don't see how to really avoid that. Keep in mind that the average player only plays a couple of matches per week or month. He does not have the time to find out how a unit fares against the tons of different enemies.
My main guideline is that the mechanics must be intuitive and as authentic as possible. Yes, you can find some explanations for basically everything in the game. You could even find very odd explanations for the old vCoH system. But the more explanations you have to strap on the less it will be authentic.
Assuming your explanation of
More experienced soldier maybe moving differently, exposing less of his vital parts
is true. Why then does this soldier know how to hide from a pistol shot (low pen), but not so much from a rifle and even less from an MG bullet? This does not make an awful lot of sense. Why does it depend on the calibre of the weapon? Behaviour in the game will therefore be unexpected again.
Most of this I have covered with the above points I guess.
I'll leave it at some last comments/repetitions:
I am fully in favor of keeping infantry armor standardized. This is what I would expect from the game. Experienced soldiers being harder to hit can be believably described by RA.
Fiddling around with standard armor levels will almost guaranteed lead to weird behaviour in some or most matchups that is not intuitive.
And finally, I'd like to come back more to the actual point of the thread, because I initially did not aim for discussing infantry armor in general: Cover should change armor. This makes sense intuitively and logically. All the penetration and accuracy values would affect the fight in an expected way. High penetration weapons ignore more of the cover because they can just shoot through it.
I did not argue to fully remove it. It can be a full removal, it can be a decrease. This is about general design, not exact numbers and the effect of this change to the current state of CoH2.
Basically, some of the durability of the RA and damage reduction modifiers should be moved to an armor bonus, the extend is debatable and the point of this thread.
Making explosives perform more as expected is one of the (minor) points of this change. What you point out as an issue is already in the live game: If your opponent is heavy on arty, it is better to keep squads in the open field than sticking them to yellow cover, which is the second prominent oddity additional to the one that I described. This doesn't make any sense. Every soldier would still stick to some wood or a crater during artillery shelling. CoH2 says the best thing is to stick to open field if no green cover is available.
I won't respond to the LV point due to the reasons mentioned above: This is a general design thread, not about the current balance of CoH2.
I think it would do game unnecessary more complicated. Its either RA or Armor which should stay.
Advantages of RA - its easier to balance, since only accuracy and RA RNG are affected, at the same time lack of any complacency behind it means that RNG can screw you over. With either models being sniped, or squad taking almost no damage.
Armor on inf on the other hand provide somewhat more or less predictable outcomes, BUT in CoH2 armor was much stupider iteration of RA, when squad effectively ignored damage if hit wasn't a penetrating one.
vCoH "armor" was much deeper system, but at the same time a very complicated one, with different armor types and different weapons which had different bonuses against different types of armor. But essentially it was just either reduced or increased damage, depending on who is attacking who.
I don't understand how in the current design armor will give you more reliable outcomes. There is no difference between a miss and a bounce, and not even a visual clue to what happened. Although there are three different results (damage/miss/bounce), the player will only be able to see two consequences: damage or no damage. He also cannot influence them, so the RNG overall is the same.
I don't like the concept of CoH1's armor. Your weapon is not suddenly less deadly because you shoot at a different soldier from the same distance. CoH2's old armor system streamlined the concept, but didn't solve the core issue: Getting scored hit with any caliber makes the same damage regardless of its target.
There's three things that CoH2 is currently abstracting:
1. A distant target is harder to hit - accuracy does the job -> easy and intuitive for the player
2. An experienced soldier knows how to not be hit - RA does the job -> easy and intuitive for the player
3. Cover makes you harder to hit - RA and damage reduction do the job -> RA is somewhat intuitive, damage reduction not so much.
I write 'somewhat ', because it works if you don't think about any further than necessary. I'll bring up the wooden plank example again: It obscures the target, so the target is harder to hit. Technically, it could also increase aim time, since the attacker needs more time to place his shot. However, simplifying this to accuracy is doing well enough to not look odd.
If you think about it however, this fence should not stop a 50cal at all. If the 50cal was dangerous to even light armor, the gunner will just shoot through that fence as if it were butter. However, this is not captured in CoH2 at all. The wooden fence will have the same effect on both the major shooting with his shitty pistol and the 50cal gunner.
What I think should be done for CoH3:
1) Keep Armor in favor of RA, simply because it allows more macro balancing of units.
2) Inf armor should not work like in CoH2\vCoH.
3) Instead armor should act like a damage reducer. Meaning, say we have a squad A with armor value of 1 and squad B with penetration value of 0.5 and damage of 1.
*If squad A was hit and hit was a penetrating one, it takes a full damage.
*If squad A was hit, but it hit wasn't able to penetrate armor, it takes half of the damage, meaning 0.5, because squad B was able to pass accuracy check and was able to hit the target, there is no reason to force it pass another check to even deal the damage. Its better then RA\vCoH with only one check, and better then CoH2 old armor system with 2 checks.
As for cover:
1) It can still work as a damage reduction, which will lead to a tougher squads being more tougher in cover, but it can result in a stalemates behind cover
2) Or it can work as additional armor, meaning that squad A in yellow cover will have armor of 1.5 and in green cover armor of 2. This will make whole cover system easier to understand, but can result in squad being damaged quite badly if RNG isnt on your side.
3) Or just add new value "accuracy against cover" and leave armor\damage reductions without changes. This will allow to create squads which are worst\better against units in cover and performance of mentioned unit could be balanced on macro level aswell.
I don't fully agree on this.
Armor variation between different soldiers will yield odd results. A hitting bullet does the same damage, no matter how experienced the target was. Everything else would just be odd. A human cannot bounce a bullet to magically take less damage than any other human.
I actually support every soldier having the same armor value in CoH2. That's "realistic". What is not realistic though is that heavy weapons are affected exactly the same as small weapons by cover.
Your first point for cover (=current CoH2 green cover) cannot simulate that at all.
2) Is basically what I suggested. I assume you combine it with armor working as damage reduction, which would not really be intuitive, on the other hand it might still work because it is not really noticable compared to just dealing full damage, but less frequently.
3) Since we cannot tell apart a "bounce" from a miss, I see this as a variation of point 2).