The main issue with the King Tiger is the amount of EXP needed in order to get to Veterancy 5. Out of the 5000+ Hours of COH2 I have played, I have seen a handful of King Tigers survive to reach Vet 5.
Proposed Changes :
Amount of Veterancy needed reduced in half
Tank Now has switchable rounds (HE for infantry and AP for armor)
This would put the King Tiger in a good spot. |
This game could benefit from many quality of life features that are simple to add.
I would like to see a button added similar to Vehicle Priority but for Infantry Handheld AT (Made this previously in a personal mod) and one for Snipers with Infantry Priority.
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In Company of Heroes 1 Infantry Models had varied health pools between 55 to 70 HP per model.
COH1 US Rifleman : 6 Man Squad 55 HP Per Model, Total HP 330
COH1 Whermacht VolksGrenadier: 5 Man Squad 60 HP Per Model, Total HP 300
COH1 British Inf Section : 5 Man Squad 65 HP Per Model, Total HP 325
COH1 PE Panzer Gren : 4 Man Squad 55 HP Per Model, Total HP 220
In Company of Heroes 2 Infantry Models have 80 HP except for snipers.
COH2 Russian Conscripts : 6 Man Squad 80 HP Per Model, Total HP 480
COH2 Whermact Grenadiers : 4 Man Squad 80 HP Per Model, Total HP 320
COH2 British Inf.Section : 5 Man Squad 80 HP Per Model, Total HP 400
COH2 OKW Volksgrenadier : 5 Man Squad 80 HP Per Model, Total HP 400
The biggest issue with Company of Heroes 2 is that they took a lazy approach to design. Company of Heroes 1 makes use of Unit Target Tables. So if a particular unit was struggling in fulfilling its role, it could be buffed against certain units as opposed to general power increase or decrease.
For Example, in Company of Heroes 2, people complained that OKW LEIG sucked and didn't perform its role. LEIG got buffed so that it could do its role well but had the unintended consequence of becoming long range artillery snipers and thus was spammed in every game. Rather than a general increase in the units overall performance, it should have been buffed against ONLY the units it was meant to counter (Which was Maxim Spam at the time)
If Company of Heroes 2 is to become a truly balanced game, it needs to focus on Unit Roles and implement target tables again.
As for the issue with Grenadiers, the whole purpose of a Veterancy System in the game is to promote unit preservation and reward good choices in the way of additional unit power by keeping the unit alive. This fundamental system is broken when a random mortar can 1 shot an entire squad without any way to react on your part.
As someone suggested before one solution would be to increase the base health of the Grenadier models. This would have the unintended consequence of buffing team weapons when crewed by Grenadiers (Imagine an MG42 with 90 HP Models as opposed to 80)
The best course of action here would be to modify the weapon tables for all mortars and artillery and put in a damage penalty vs Grenadiers only so that they can still do significant damage but not entirely wipe squads due to random RNG. (Company of Heroes 1 had this) |
The Panther needs an accuracy buff. It seems to miss every attack especially on the move. |
The Rakatenwerfer needs three things.
1.Vehicle Priority - Allow this to work in buildings.
2.The Camouflage ability adds a target priority modifier (Crew Members Hold Fire). Vehicle Priority adds a target priority modifier as well (vs vehicles). When both abilities are active it causes the priority skills to cycle every second or so. The result of that is sometimes the Raketenwerfer does not fire while or takes too long to fire while in Camouflage. To fix that they should remove the target priority from the Camouflage ability and remove the weapons from the crew or make the range extremely short so that they dont fire on anything from far while in a camo state.
3. Aim time should be changed from 0.375 to 0.125 to match all other AT guns in the game. In addition post aim fire time should be changed from 2 to 1 to match all other AT guns and allow the unit to feel more responsive. |
I do not believe that they stack. |
Say for example I create an ability and put that same ability on different squads such as Rifleman/Captain etc. How do I go about making the ability show when I have all of these squads selected at the same time? |
PTRS has a 2 second Fire Aim Time. It should be changed to 0.625 to be on par with every other AT weapon (Bazooka, Panzershrek etc all have 0.625 aim time).
Recently All AT weapons (minus PTRS) received a 25% damage penalty for infantry. I would propose giving a similar penalty to PTRS (say 50% or whatever magical number) and then lowering the aim time of PTRS to 0.625 like every other weapon. This should keep its infantry potential roughly the same while helping it out greatly vs vehicles. |
Looking at Total War as an example, in multiplayer each player has a certain amount of currency say $10,000. Crappy conscript soldiers will cost maybe 500 while better ones will cost 3000 and OP units will costs like 6000. This way you cannot stack your armies with the most OP units and need to balance it out.
If a Similar system was implemented in COH 2 that would allow us to make custom commanders, I could see it working pretty well. |
I got around 230k with almost 4,000 hours put into the game. |