Your signature made me die laughing. |
For a year Vet bounses to infantry didnt apply. |
I think all the game needs is 'redesigned' factions. There are two different German factions now, one of them should be EARLY Wehrmacht army. It should have nice air power and blitzkrieg tactics, Just as in the history. Fallschirmjaegers with actual paradrop system, Panzer III and IIs, MG-34s (not 42), Flak-88s, 5 men grenadier squads etc.
You know why the game has so many useless units? Because developers tried to put too many units from different times of the war. If you have Panzer IVs with anti-tank guns, why would you need a Stug? Why T-34 is a bad choice after Germans start to get their own mediums? Why the game is not that much about constant pressure but waiting for call ins? These are all can be fixed by just redefining the factions. So here it goes:
- Wehrmacht: 1939-1943 German Army. Has 5 people Grenadier squad with Kar-98s and 4 people Panzer grenadier squad with MP-40s. STG-44 is an upgrade for P.Grens. G-43 for Grenadiers in mid tech. Grenadiers have either A cheap sdkfz-250 should be in the faction, to make fast pushes and flank maneuvers with Panzer Grenadiers.It has Pak 38 in early tech, a fast deploying light AT gun, which can easily keep up with the army. Pak 40s come with better teching. They should be the fastest faction to field tanks, with Stugs and Panzer-IIIs and Marders. Panzer IV comes with infantry support gun first, with a universal upgrade it gets 75mm AT gun. Panther and Tiger are call-ins in separate commanders.
- Soviets: A very tech heavy faction. It spans from 1941 to 1945, so you should unlock later eras. No light car at first. Can field numerous infantry, but very weak also. Maxim gun is like 60 kg, it should deploy slower than both mg-34 and 42. It has early tank BT-7, which is more like an armored car with very weak armor. T-34 should come later, and because of the two-man turret, the reaction time of it should be cranky. But we should feel the strength of its sloped armor and adequate AT gun. SU-85 no longer has 'focused range' and comes later in teching. It needs vision to use its range. But it should have %80 chance to penetrate Tiger I's front from mid range. From very late universal upgrade tech, you get to produce T-34/85s. The infantry also changes by teching, so you don't feel obliged to rely on call-ins. No 2 men snipers, but cheaper snipers than the German counter part.
- OKW: 1943-1945 German army. Basic infantry is 4 people Volks squad, with early teching they get either one Panzer Schreck or one lmg-42 or 2 STG 44s. lmg-42 can't be fired while moving. STG-44 is not SMG, they should fire in short bursts so it would be very good in mid range and good in long range. Ober squads are 3 men squads with 3 STG 44s, and has very good camouflage ratings. They can hide from vehicles for small durations. Effective in every range. 3 men sturm pioneers with better medium range fire-power. And they should be able to put down mines in 2x speed. They should have more and variety of mines, with more effectiveness. The faction should have superior tanks in many ways, Panthers shouldn't be as expensive but has more population cap. Panther was a very cost effective machine. It should also have very weak rear armor but very good front armor as in the game. The OKW trucks 'bonuses' should be purchasable. So when you go tier II, you can decide if you want medic station or Flak etc. This faction should have MG-42 as well as very good defense emplacements, Flaks(with 4 men) and Pak-43s and more importantly, concrete bunkers. So this faction will be powerful but more defensive than the other factions. It WON'T have 6 men 5 men squads, come on people it's late time Germany. They must be numerically inferior with superior weapons.
- USF: This faction is very interesting, but light armor superiority should be on Wehrmacht's side, not USF. No armored skirts for armored cars. And wheels should have bad performance on off-road. But what really bugs me about this faction is lack of air superiority. They should have a lot of strafe abilities from either Major or Buildings. Just as wehrmacht, they have 76mm gun upgrade in late tech. But someone should help me with this faction, I don't have a good idea about them.
The Teching should be mandatory, no 'building' teching but also 'era' taking. Wehrmacht has the best teching system right now, now imagine that mixed with 'general increase in technology'. I feel like with Soviets and U.S. you decide between 'AT or AI?'. It shouldn't be like that. That is a very macro heavy gameplay. We all play this game for micro and pretty explosions. And please, REDUCE THE REVERSE SPEED FOR ALL VEHICLES. If people are interested I can write more about this in a different post. Tell me what you think and what can be improved. Also tell me if you think this idea sucks or impossible so I won't bother with it. I don't think it's impossible though; no game mechanics change is needed, just maybe very few models and tweaks. Thank you.
I agree with many points on this post.
Also for USF, COH2 gave them the most idiotic design ever.
USF should not have Light vec superiority. They should have been the indirect firepower doctrine. They were the ones that launched bombing campaigns like almost every other day. In addition, the 150 something howitzer was fucking iconic in COH1. I honestly do not know why that is not in the game.
More air power for USF, more Arty for USF, and for christs sake, more AT for USF. |
There are several threads where they were opened to collect feedback on the offcial forum.
Feedback
I think it is going to make a big difference in the design of OKW and other factions. And I think they are testing hard before releasing it. The goal is to have a larger balance.
Even though it says... COH2 VANNILA FACTIONS!??! |
If they add custom commanders then obviously its a good thing. It means they are supporting the game and not leaving it to the dumps.
Idk why some of you are so angry at the fact that they are at least trying to do something to improve the game experience. Would you rather them do nothing and let you guys continue whining? If the game is in a good state right now, then people wouldn't be making angry posts directed at relic.
Finally, calm the fuck down, they havent even released the official info yet. If you guys are so angry, go start a new thread bashing relic for COH 3 they havent released yet. |
Thank you all for the kind words.
I haven't drawn something in a while simply because i'm not "feeling it" lately. Since WFA, the game became more and more depressing for me. Faction balance, stale meta and maps make 1v1s a dismal affair, and 2v2s aren't that much more fun either.
It's hard to stay motivated, if there's an endless amount of bugs and quirks on top of it. Watching streamers and visiting this site on a daily basis is still enjoyable, but playing itself... meh.
Didn't enjoyed most of my MWNL-games this weekend to be honest.
I don't know. Maybe an official cruzzi-approved balance overhaul could bring some of that excitement back. That or a Jagdpanther. A Jagdpanther would definitely improve the situation.
Awww... D:
This made me sad. |
Inverse, it looks like ur words have been stolen a year later lol |
For this topic lets bring up what makes the current call in system so effective compared to normal and standard teir play.
Advantages:
-No need to tech
-No build time, instant deployment
-Some with often intimidate response (infiltration)
-better than standard tier units
-most of them are often very efficient for their cost (elite units)
-Saving fuel and other resources for more call ins rather than standard tech
-very low opportunity cost
-very high shock value at 1st appearance, possibly due to speed of not teching
Disadvantages:
-inevitable CP times
-off chance that ur entry point has been wired, mined, tank trapped
From what we can see, calling in units right now is almost always going to yield more efficiency than straight up playing standard tier. The only true disadvantage to the call ins right now is CP times, which will almost always be inevitable in a normal game. The reason why this is bad is obviously because this kicks out many strategies/playstyles in the game and helps shrink the already small amount of variety this game currently has. Helping to solve this issue will dramatically increase the amount of doctrines/playstyles that are viable in standard play.
So here, let's look at some solutions available and the general agreeableness of each option:
Increase CP (band-aid)
Increase cost of call ins (band-aid)
Adding in deployment times or higher cooldown (band-aid)
Tying Tier to units (Long term)
Bundle units (long term)
Commander overhuals (long term)
Increase CP (short term solution):
This in turn increases the CP of every call in, thereby delaying the amount of time when the 1st call in unit hits the field. The reason why this is only short term is because it only addresses the simple time factor at which the call in units arrive on the field.
+ most effective in 1v1
- not so much in team games
- does not address the efficiency factor of call in units
Increase cost of call in units (short term solution):
This solution aims at the efficiency of each call in unit, trading cost for on spot instant field support. This in turns makes call in units band-aid units to plug the front for an emergency. Short term because adjusting them into this feels like a spit in the face for the guy calling them in and might ultimately remove call ins from the meta.
+ puts a stop to no brainer call in units
+ addresses the efficiency factor and raises the oppertunity cost of call ins
+ addresses stakes higher than 1v1
- ineffeciency may cause call in units to completely phase out of the meta
- call in units fulfilling a band-aid role in which may be controverisal
Adding in deployment times and higher cooldown (short term):
This is obviously aimed at hindering the timing of call ins to not arrive instantly and thus delaying the immediate shock value of the 1st appearance. Very little is done with this fix. This could possibly be supplemented to another fix to increase effectiveness and address the time window.
+ blunts immediate shock value with a longer window
- doesnt address cost, efficiency, and oppertunity cost
- Inconvenience sucks
Tying tier to call ins (long term):
This is by far the most commonly argued solution. This is aimed at blunting the effective cost efficiency of all call ins by forcing players to tech and thereby promoting the use of standard tier centric play. The downside of this however, is that it kills flexiblity. The first techs will determine the player's overall strategy.
+ addresses stakes higher than 1v1
+ addresses efficiency factor and oppertunity cost
+ addresses shock value
- many strategies will be forced to play effectively within the confines of the 1st few techs
- players will not have impulse buy options if wrong tech (primarily soviets)
- standard tier play will be too common
Note: call ins units were tied to tech during beta, the sheer mass of people complaining about it made relic rethink the call in system to the system we have today
Bundling call ins into groups (long term):
Forces all call ins to be called in as groups. Shock value will increase, but will delay the overall availability of call in units to inconvenience. This however, is strongly suggestive on the unit composition of the unit bundling. This has the most amount of potential.
+ addresses all stakes
+ addresses efficiency factor
+ high flexiblity
+/- address to teching can only be determined by the unit compositions
- will provide extremely high shock value
- Inconvenience sucks
Note: The 2x T-85 call in is a bad example of unit bundling. A good example IMO would be like:
Tiger + ass grens (efficient unit + inefficient unit), so as to scale call ins toward a long term inefficient route with drawbacks to occupy specific niches.
Commander overhual (long term):
Not much can be said here.
+ Everything
- Nothing
Feel free to discuss, agree / disagree and argue to what is on here. I personally am so sick of trying to play every game with both hands behind my back for trying to make something out of the ordinary work. |
not much incentive to play, lvls are absolutely useless, no sense of progression, war spoils = 10 duplicate faceplates lol
it'll also be a short while for them to realize that Axis > Allies in team games...
I doubt the new players can handle these truths as well as most of us here. |
I actually like ur ideas very much for a 5 tier soviet faction. It would make a lot of sense structurally unlike the current system of organization. |