They had mod support during the first COH 2 Beta, they just took it out because they did not want people to figure out that they were selling us a modded version of the first game. (For example Shock troops were called Rangers) |
Personally I will not be getting Ardennes Assault or anything else Relic makes until I see some actual real improvements to the game. As someone else mentioned they need a strong "Core" to the game before adding additional things. The core game is feces in its current state. |
To be honest they should probably move the .50 Cal MG to the same building as Riflemen with its current level of strength |
USF is pretty manpower starved in general. It would be interesting if they brought back the Supply Yard from COH1 with the Supply Upgrades. |
The problem with the way balance is handled in this game in this game is that Relic adds units to the game without considering the role of the unit and effective counters. For example take a look at Company of Heroes, though while not perfect it had sort of a rock, paper, scissors way of balancing that worked out well. For example Machine guns stopped infantry, mortars/snipers took out machine guns, and bikes/jeeps took out mortars/snipers.
The way Company of Heroes 2 addresses balance is simply to just throw more units at it and eventually it will die. Normal Machine Guns are static by nature meaning that they cannot move while firing. They are prone to flanking, mortar fire and so on. The Kubelwagon does not have any of the downsides that a typical machine gun has to deal with it while retaining all of the positives with the only real weakness being from having an additional weakness to vehicles/AT weaponry which are not readily available early on in the game.
Now let us take a look at the Kubelwagons Vet 1 Ability "Detection". As you guys know already while that ability is active you can see units on your minimap. If you try to move while that Ability is active though the Kubelwagon moves slower and turns slower.
What I am proposing is the seperation of the surpression mechanic from the unit and combining it with an ability that would make the Kubelwagon move and turn as it does while in detection mode.
So that would give the player 2 options. Use the Kubelwagon as you would say a jeep or bike from COH1 or put it into surpression mode which would limit its mobility (like detection mode does) in order to provide surpressive fire.
Two Ways they could accomplish this.
1. Give it a Suprresive Mode Toggle Ability
2. Combine Surpression with Detection and make it available at Vet 0
-Vet 1 Would need to be changed, maybe more detection Range.
-Give it a Minor Cooldown (say ten seconds)
Doing these changes would put the Kubelwagon in a much better spot as it would be useful (which it was not before) but still give players a chance to flank it like a typical MG.
In the current state that the Kubelwagon is in, it is overperforming for its unit cost. We can at least all agree that some changes are needed.
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As I stated some time ago in the Kubelwagon thread I made some time ago, The Kubelwagon did need buffs to become more useful as it was just bad before. The issue is that the idea of a mobile MG on wheels at the start of the game is something that could cause problems. The Kubelwagon should be able to fire and function like that of the Soviet scout car or the American Dodge but without the ability to carry units. (Think Shimmwagon from Coh1) The surpression ability should be at Vet 1 and function like the Flak Halftrack in which a setup time is needed for surpression. |
Using Bazookas on riflemen is useless in my opinion. I put them on rear echelon troops. The Rear Echelon Troops gain veterency very fast from hitting vehicles with bazookas and are pretty good at vet 3. Cheap 5 Man AT Infantry which are better than Soviet Partisans. Using the Captains Ability seems to also increase the damage as well (not to sure what the exact buffs are )
If I were to change anything about Bazookas it would be to lower the cost on them. |
The biggest problem with the Jagdtiger isn't with the tank itself but rather how many players use it incorrectly. I often see players use it as they would a king tiger. It is best used far from the front lines to prevent any Tank Pushes. Keep it out of danger and provide it with Sight and it will pay for itself. Drop Mines on any roads or paths which lead directly to your Jagdtiger. Keep a Raketenwerfer or two near it just in case and you will see it not only survive the entire game but shut down allied tanks with ease.
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Balance issues aside I feel that the current population system is one of the biggest issues with this game at the moment. The game should promote combined arms. Due to how limited the population is it kind of forces you to spam the most efficient thing you can. |
Would be nice to be able to mod the sounds and import some COH 1 sound effects into the game |