The best way it was put to me when I first started getting into vCoH was "Americans fight for VPs and to deny fuel. Wehrmacht fights for fuel and to slow the VP tick." Each side had different goals. With different goals that could ultimately win them the game, there was actually room for asymmetrical balance. |
Thread: M172 Oct 2016, 20:30 PM
The things a mobile suppression machine. One of the better units for denying a flanking or capping squad.
But usually the T70 is opted for instead. |
The Churchill gets mainly offensive bonuses as well. More importantly the Churchill gains no defensive or health bonuses with its vet. It's ability to act as a meatshield is still quite solid.
Although I guess it does have that weird vet 3 engine self-repair thing.
But the whole pseudo-command tank aura would be such a massive change to the unit, not to mention the aura itself would have crazy impact on infantry combat. The impact on team games I won't even bother to get into either. I mean, the B-4 commander was already a pretty troll commander in team games to begin with.
A vet 1 hulldown wouldn't be too crazy though. But IMO vet 1 abilities need to set aside altogether. Crams the pacing of vet bonuses into only 2 steps. |
-Health from 800 to 960
Now you have a very tanky vehicle.
Could be 1040 health too. Much simpler and accomplishes the same goal without attaching new abilities and gimmicks. |
I don't think you need to dissect my argument since again, I'm not saying that USF doesn't have stuff to spend munitions on. I'm saying that spending munitions on weapon racks is a primary expenditure, and everything else tends to come after or in addition to arming up. M20 mines requires you to tech and show your cards pretty early on, and the Major abilities are on a tech unit themselves, the final one no less. They're not inaccessible at all, but their availability and usage depends heavily on how the actual game plays out, whereas three of the other factions starting units can lay mines.
Before the mortar there was a bit more strain on grenade usage because it delayed weapons. Now grenades aren't as necessary. That has really freed up munition usage for USF, especially early game. That's my argument, if you can call it that. Also, by 'unreliable' I don't mean the abilities themselves are unreliable, but their availability to a player is, depending on their choices. (No flamethrowers if they went calliope doc, LT tier being LT tier, etc.)
And as for the Soviets, well, that's a whole other issue that's entirely unrelated. |
Uh, yeah just like you said there, there's not a whole lot outside weapon racks if grenades are being saved because of mortars. Mines, flamethrowers, offmap, etc, are all doctrinal and unreliable, like I said. Which leaves the Major abilities. Which is exactly my point. That's not a great deal of options.
It might've been simpler just to say "not having easy access to mines or flamethrowers makes it a lot easier to rifles to be armed to the teeth from weapon racks." I wasn't suggesting that USF isn't capable of spending munis for munis sake at all.
I was also operating under the notion that fully equipping squads of riflemen should result in not having any munitions to dump. |
Honestly, I think a major component of this is that USF doesn't have a whole lot of things to dump their munitions into except for weapon racks, especially now that they have the t0 mortar option to save a bundle on throwing grenades.
IMO, the 1919 functions best on Paratroopers. The x4 tommyguns v 1919s choice is probably one of the better ones in the game. I wonder if the 1919 doctrines would be able to function properly if it unlocked an individual squad upgrade. (Or hell, even a global one that gives rifles one by default.)
I've got to say though, I think ultimately all my suggestions will fall into cloning the original vCoH matchup. Not because I want CoH2 to be CoH1, but because the faction design, all WW2 and franchise components removed, works out so well.
It's hard to make any real suggestions or analysis of game balance because of how rickety and restrictive the overall design is to begin with. |
Does it seem to anyone else that since the brits dropped, brit maps come up like 3x as much as normal? I swear 50% of my matches end up on Port of Hamburg, and I hate that map so much now. Same with Redball, which came with the brits too, I think. Did they tweak the map selection to favor newer maps over old ones?
Only so many vetoes. After playing City 17 and Red Ball Express a billion times something newer can be preferable. Not to mention Montargis, Hill 331, and Vielsam.
Pretty much any new map gets the better chance on virtue of being new and bad instead of old and bad. |
What can you really do in a game that doesn't have strat points for cutoffs?
I think 4v4 maps as a result have to utilize points like the repair/medic points, the maphax towers, and such or else the maps end up being big empty territory points with little to no strategic value. The only map that has really succeeded in avoided those points without sacrificing map playability is Steppes.
For instance, I think Steppes is pretty much the skeleton, the empty canvas, to what most 4v4s should be designed around. So the best we've got is something that looks like a placeholder for alpha testing. (Protip, that's what Steppes was.) |
Goals aside, people watching these videos will at least learn a thing or two about how the game works.
That's a worthy endeavor nonetheless. |