Arty wiping your squads? Tough noodles, thats how it works. vCoH vets such as myself got used to it and got over it. When you here the boom-echo in the FoW, you spread the hell out or prepare Uranus for blood mist.
Arty gibbing your squads and pissing you the hell off is just part of the game. I would frankly say, get over it. It's supposed to dislodge you and make you GTFO of an area. If you lose a squad, again, tough shit, build a new one and carry on. The enemy is down 16 pop and has wasted 600 MP on a static unit that must be micro managed and is of dubious value if it misses. You're looking at a 90 second cooldown in the meantime.
Just...ffs, deal with it. Yes, sometimes shizzle happens that wipes units and it's all completely outside of your control. DEAL WITH IT. Seriously. Arty is already borderline useless, just...let it live, please.
Without target tables, you can't really make the changes you're proposing without utterly killing artillery. Trust me, I've coded my own vCoH mod and served on the .rgd coding board of another, whilst also coding my own solo mod in CoH2. Just...it can't be done. |
I think heavies and things like the Panther should be prohibitively expensive. Yes yes, "then what's the point of getting a heavy?!" goes everyone. Well, their stats would be the same. It could come down to having the proper support to go with them. You can put all of your eggs in one basket, but you better have a good guard dog outside of the chicken coop.
Making heavies that much more expensive would also make mediums more viable and common, making core army strategies viable. This would also allow the Soviets and Americans to survive and perform well in 1v1 through 4v4 gamemodes. The Ostheer might have some issues as they don't have a LELrange TD (unless the StuG gets some much needed luvnesting), but the PaK 40 should be able to do the job--I like my ATGs, so maybe that's just me, but jussayin.
On top of everything, pull the population of all of the mediums and lighter vehicles down to vCoH standards (4 pop StuGs ftw), but leave the heavies (excluding the Panther) as-is. Again, you could get appreciable groups of mediums together, and the roving packs of them might be more of a threat than they are now.
This change would also make Riflemen and Conscripts useful and survivable in the late game as they can have respectable infantry support from their mediums without the fear of facing 2+ Tigers from every enemy player because 'muh 4v4'. Cons would have their utility (and Con repairs would be 'super neat-o' again), and Riflemen with Bazookas would be semi-threatening to Panzer IVs.
Would OKW suffer? Possibly, for those unwilling to adapt. Congrats, OKW is now the true PE of CoH2 (specialized units, but no versatile mediums makes combined arms a MUST), as the KT would be even harder to get. Buff the 'Poopchen' by lowering the ready_aim_time (or increasing that of its contemporaries) and we're golden.
Obers would need looking at, methinks. Why not give them slightly improved STGs and tone the LMG34 back to slightly-better-than-the-LMG42-standards. The infrared scope upgrade would make a little more sense then as it could be a scope mounting package for the STGs, making them even better at most ranges while removing the long range advantage given by the LMG. |
The problem, I think, is that in vCoH the Wehr/Ami matchup wherein the Amis had an early/midgame 'advantage' was a result of how the gameplay ended up flowing together, rather than the original faction designs.
In CoH2, Relic decided to specifically model the factions to either suck early and faceroll with no effort mid/late, or to rickroll for the first 10 minutes of a game before diving off of a cliff face-first into a vat of failsauce. |
Give it an inverse reload like the Firefly in OF/ToV. Super-good at long range, very meh at short range. Boom, instant incentive to kite + it actually becomes effective. |
Go out and DL the 'Art of Defence' mod and maps. Go play AOD Langreskaya. Try it out as the Soviets/Americans, and then try it out as the Axis.
Note how much easier it is to play as the Axis.
Even abusing the 'All Commanders Mod' to get Not One Step Back Tactics (Commissars w. an additive 1.15 accuracy bonus per Commissar and +50 MP/minute) and, say, Lend Lease tactics w. a metric butt ton of buffed DShKs and Shocks backed up by M4A3(76)Ws, you get steamrolled. Legions of Cons and ZiS guns? Na.
As the Axis you can squeeze by with a pair of MG42s, some Flammenpios, a sniper, and 4-6 PaKs. As the OKW, you can VolkShreck your way to victory.
Is this a super clear indicator of balance? I guess not. But the fact that you can basically fap, eat, and win this map/mode as the Axis while you need to be hyped up on speed and a few Red Bulls to do anything as the Allied factions should be a little telling. |
I think the Soviets are the root of all 'evil'. Seriously. Because the faction as a whole is just a massive bottle of Failsauce lathered upon a pile of Failcustard, set nicely beside some Failsteak, half of the balance changes around here (here being CoH2 ^^) are to keep the Soviets alive.
Let me esplain. I hate cheesing. HATE. I was a lame-O Ami SIS strat user back in the vCoH circuit; I like me infantry. Lots. The Soviets, at first glance, should be great. Their whole MO in reality was "yees, giant blob of infantry very stronk comrade!". Well, no, not in CoH2. The Soviets, as it has been said time and again, rely on pure cheese to do anything. For people like me who try to play with Cons, Maxims, ZiS guns, HTs, T-34s, and SU-85s with a light, very light, sprinkle of doctrinal support, we get rolled over. I would venture so far as to say that the Soviets are an "abuse or lose" faction. They shouldn't be; that should never be the premise of a faction. |
... Make it so hitting vehicles with handheld AT weapons provides ZERO XP? XP gained using handheld AT weapons ruins the vet system.
Impossible to code within the .RGDs.
Might be doable with a ridiculous amount of .scar coding though. |
It's like EiRR mod but with even less skilled opposition (not that I was a dirty dirty vetwhore with blobs of Vet5 Riflemen w. Oversupplied triple BARs and the 10% acc in cover bonus from the T2 Bipods unlock backed up by a ridiculous Vet5 sniper w. Heroic crits and an Officer adding 15% accuracy and -15% cooldown)!
Mein hue. |
Add Sappers with PIATs so I can run rings around hedges and shot blockers and piss off all the babby baddies while I poke their heavies to death, and I'll call it even. |
Next, can we have an Enola Gay run that nukes the map? It'll be balanced; you just need to reverse your tanks into a specific corner of the map and have 4 FlaKvierlings set up at least 3.445 minutes ahead of the bomb run, and you have a 44.492451% chance to down the bomber before it can release its payload!
Skillplanez are retarded in all regards. In a realism mod/realistic setting, they would probably be less infuriating (see: strafing attacks in reality were highly inaccurate), but in CoH2, its just a damn silly "click button -> click map to deny tanks/infantry/tanks+infantry in an 80 meter radius because reasons" huefest. |