At the moment I feel that a number of units have far too much range. ISU152, Elefant, SU85 are the worst / most common offenders. Pak43 is on the edge but I give it a pass because it's immobile so you'll always know where it is and it's extremely vulnerable to any form of artillery.
As team games drag out they become basically artillery fests between these units and it makes me feel like I'm playing the Scheldt on every single map. Coupled with the supreme ease of scouting (recon planes, cone sight, spotting scope), this just isn't fun for me.
I'd like to suggest a rethinking of how these units work to make them more interesting. The goal here is to still keep the flavor of their being long range heavy tanks but make their practical use more in CoH's flavor instead of backline ultra hard counters.
1.) Give ISU152 + Elefant the ability to switch between AP and HE rounds with a 15s cooldown. AP being what the Elefant fires right now, HE being what the ISU152 fires except with way less penetration and slightly reduced splash. Imagine the Tiger from the vCoH expansion campaign a bit. The thought here basically is to make them require some thought / effort from the player and the cooldown prevents them from being good vs everything all the time.
2.) Reduce their range to whatever 1 screen length is (50?).
3.) Reduce cost of both slightly and slightly increase rotation speed. Since they'll be further up they need ability to react faster and without a turret that means rotation speed.
4.) Leave concrete piercing round with its large range to the ISU152 as a munitions based ability. Fires HE round with improved penetration / splash. Basically what it is today.
5.) Give Elefant a slightly less long range barrage similar to SU76 as a munitions based ability. Fires 4 shells over 12 seconds with standard spread.
6.) Reduce SU85 range to same. This obviously requires some work elsewhere to make Sov AT viable without the SU85 in its current state, but in the long run would be good and is outside scope of this.
Thoughts? Flames? Suggestions? I know it's all a bit of a pipe dream on some level but felt like doing some legwork for devs instead of just the usual bitchfest. Thanks. |
I was going to make a thread about this actually. After playing some games it feels like 1v1 is generally unaffected unless it goes very late, but team games are kind of punished right now. In a 2v2 I found myself floating 1200MP in the late game because there was nothing I could buy. It became a SC thing of "who can suicide / replace their army fastest" instead of a CoH thing of preservation and tactics.
In general though I think the idea is a good one, but some of the numbers might need some massaging. For example, I was initially shocked but then happy to see snipers as 9 popcap because it discourages spamming / hoarding them in the late game. 21 popcap for a Pak43 emplacement is a touch ridiculous though, and the supertanks suck even more now because they block a huge chunk of another possible army. |
I fail to see how high cost justifies its tendency to insta-gib all infantry / support at colossal range. I for one would hate to see Tiger and IS2 brought up to that level because frankly, it's just poor design. Why not just make a unit that costs 1000 MP and 400 fuel and when you click the button the game ends in victory? (Not saying this is case with ISU152, just that high cost doesn't justify stupid power).
There was not a single unit in vCoH that could insta gib squads except -maybe- the tiger firing on a nearly dead bunched up squad, and even then it had to be reasonably close to fire.
Losing the thing is impossible unless you're dicking around or just really bad and have left it unsupported for a 3 mile radius. Oh, panther is making a break for it? lol button, mark vehicle, next?
To end on a fairly unhelpful note, the entire soviet army just needs to be rethought almost from the ground up. Not fun, not interesting / varied, not balanced. This thread is just another in that line.
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Ignoring the flaming (ha!) here, the only issue I have with the KV8 itself is the speed. For the armor / cost it has it's a bit too nimble.
Then there's the whole issue of flame weapons slaughtering on retreat, but that's not unique to the KV8. You could argue it is exacerbated by the KV8 because its high damage / range / pretty good speed allows it to keep retreating infantry under fire for long enough to squad wipe easily, but it's a global issue.
Otherwise I think it's generally okay. Damage -might- be a smidge too high given that it's AOE damage and can basically insta-roast squads in several circumstances, but otherwise okay. |
Why not just disable capping for support teams if they setup?
Because of how fast things set up (in particular the maxim), this doesn't end up having any effect really. I'll just have to be slightly more careful / aware but otherwise the same business continues on.
Making it a flat big reduction in the cap speed would hopefully encourage people to use regular infantry and combined arms more. Regular infantry to take territory, MGs to support and hold it.
EDIT: That is to say, you could do both when deployed = no cap and when undeployed = 25% cap, that might not be bad too. |
The biggest issue I've not seen addressed between CoH1 and CoH2 in terms of HMGs isn't really their survivability. It's that going HMG spam in CoH1 = extremely bad territory capping, or at least very risky. In CoH2 with the ability for HMGs to just set up while capping, that doesn't hold true anymore.
My suggestion, besides fixing small arms damage, would be to have support teams cap at 25% speed. |
The panther right now is super worthless indeed .... for the price of the teching up + heavy panzer company + a single panther, I could have brought out 2 panzer IV's which would do a way better job against the su85.
Panther is USELESS against any infantry (on par with german scout car) and just average as an anti tank unit. What incentive is there to even build the panther now ?
My suggestion is to buff the Panthers range to 60 to equal the su85 and make its main gun a bit stronger against infantry. This would solve all the problems with su85's while still maintaing balance (of course with a slight reduction of su85 reverse speed to encourage flanking)
More range is definitely not the answer. It had 60 (I believe?) range in alpha and start of beta and it was absolute godmode. Getting 1 panther out was instant GG to all Soviet armor. Kind of ironic given the SU85 situation, but yeah. Imagine the SU85 but with a turret and better armor/health.
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Tank Destroyers were and will always be the Snipers of vehicles. That is why they lack armor but have great speed and firepower. By making a panther range = SU 85 you will simply destroy any potential the SU 85 has. Then 100% noone will even bother playing Soviets since there will be nothing left to play with....
Ignoring all the non related flaming, this is what I was referring to in my first post. The panther IS a tanker destroyer. It's TD vs TD.
Yes I know that in real life it was considered a medium tank and blah blah blah but in CoH1 and 2 it's a late game dedicated anti tank unit.
As it stands right now, the SU85 is categorically better based on overall stats, units it fights, support it receives, when it arrives, abilities it has, and how much it costs. Some part of that needs to be reconciled.
And for the record, I 100% agree that Sov needs AT help that doesn't involve the SU85. Right now it's SU85 or nothing against heavy armor. Tricky situation to be in certainly. |
The panther for all intents and purposes is a tank destroyer, so I'm not sure why it's considered illogical to compare su85 and panther. The panther has terrible AI accuracy and very little splash damage. It is a late game unit that is designed to counter armor.
That being said, I would agree that the problem is mostly with the SU85 over-performing more than anything else which has been talked to death on this forum. The panther could maybe use some tweaking but in general I find it satisfactory due to its high durability. |
I like the snow maps for the blizzard mechanic, though it could happen less often certainly.
The deep snow seriously rustle my jimmies though. It feels like it serves no useful / fun purpose and the maps would play out more fun without them. If we're keeping them at least change what they do, like slow movement grr okay but maybe I can use it as a camo / cover point. |