Personally I feel a good start to change on the Kubelwagon would involve changing its Vet 1 ability. Adding a Stealth Detection mode for a unit that cannot fire on the move very well makes it rather useless if Relic was intending on having it chase snipers.
Possible Fix for Kubelwagon
1. Remove Surpression
2. 40-80 More Health (Requires Testing to find a good value)
3. Increase range slightly and damage allow the unit to fire on the move (similar to Soviet M3 or American WC51 Dodge Jeep)
4. New Vet 1 Ability - Surpressive Fire Mode - Has a Setup Time 2.0-3.0 (would require testing to find a good balanced number)seconds and locks the unit in place (think Kv2) while locked down the unit will surpress and gain slightly improved survivablity (maybe more frontal armor or health)
5. Needs cost increase. Maybe give it Fuel cost of 5-10 to discourage spamming.
Reasons for these changes
- Adding a mobile MG on wheels is difficult to balance. Currently the unit is underperforming. Adding direct buffs would make the unit too strong in the early game. To avoid Maxim spam 2.0 I would propose removing the surpression early on and buffing its normal gun. This would allow the unit to deal with M3/Dodge by being able to fire on the move like those units can. Ideally we would want a situation in which the M3/Dodge would think twice about charging a Kubel head on while still being effective vs the kubel. By adding surpression later on and making it into a lockdown type ability, we could avoid situations where the kubel turns slightly and cancels its surpression while also making it stronger. The Setup time would allow it to be flanked as it cannot move while locked down.
With the changes I suggest above this would allow the Kubel to have a longer lasting presence in the game. It would perform like an ungarrisoned M3/Dodge while being able to convert into an MG via lockdown and provide blob control. If Surpressive Fire Mode lockdown gave a Frontal Armor Buff it would have the ability to do some Blob Control like a normal MG can. The lockdown also prevents movement which would allow it to get flanked.
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Since this is a Fantasy Patch Thread here is my input on what I would like changed.
General Changes
The option to disable replays added to the options Menu
Performance and Optimization Fixs
Crossfire/SLI support added
Pathing improvements made
You can now assign a different set of Bulletins for each commander (currently you have 3 Bulletins for all three commanders, I would like the ability to have 3 bulletins for each seperate commander)
Feedback on Proposed Changes
Call in System
The game would be easier to balance if Call In Abilities were tied down to Tier Upgrades/Requiring Buildings to be made. The problem I have with this is that it restricts choices which takes away from Strategic Deph. I would rather see tweaks made so that you could have a choice between Teching up or waiting and saving CP's and using them for call in abilities. The issue at hand is that Call In abilities are too effective making teching a waste of fuel if you want to optimize your fuel usage.
Possible Solutions
1. Variable Pricing - I will show an example using Soviets. Say for example calling in a T34/85 had a cost of 600 Manpower and 200 fuel. If you made Soviet T3 or Soviet T4 the call in cost would drop down to 400 manpower 150 fuel (Just random numbers im tossing out here) Here is another example. The Soviet 120 Mortar costs around 400 manpower and allows you to skip T2 avoiding the tech cost. Now if you had built Tier 2, then you could essentially reduce the price of the 120 Mortar to 300 Manpower. Now lets look at Germans. Assault Grenadiers are 280 Manpower if I am not mistaken. You could essentially skip German Tier 1 and go straight into Tier 2 by just spamming Assault Grenadiers. Now what if they had a cost of 350 Manpower and then after building Tier 1 the price went down to 280 manpower. Now keep in mind these are random numbers I took off the top of my head. The idea here is to allow the player to have two choices.
Choice 1 - Skip Tech, pay more for Initial Cost
Choice 2 - Tech Up, Gain more Efficient Call In Abilities
The Current Game only gives you one Choice which is "Spam Units, Skip tech, Spam Call In units" Which is why call in units are too effective and teching up is a waste of fuel if you can avoid it.
2. Variable Cooldowns - Similar to the Idea above, basically the cooldowns of call in abilities are adjusted based on wether or not you teched up. For example, 5-10 Minute Cooldown to Call im Units without teching up. With Tech, normal Cooldowns.
Feedback on USF
Agree with your changes for the most part. The only thing I disagree with is giving M8 Howitzer Carriages a direct fire mode as it would change the role of the unit. I would rather see the unit improved in its ability to provide indirect fire support for your army since currently the USF is lacking in non doctrinal artillery options. Soviets have Katsuya, OKW has Stuka, Whermact/Ostheer have the Panzerwerfer.
Feedback on Soviets
Maxim - Not sure how I feel about these changes. Keep in mind that they are a 6 man squad still and making them more expensive they would probably still get spammed.
Penal Battalion - Personally this is a bit radical but I would like to see Penal Battalions become doctrinal and in its place either put Shock Troops or Guards. As a Doctrinal Unit, I would like to see some improvements made. Ability to fire on the move with a Flamethrower, Some additional survivablity. Reason being is that T1 is the least made Tier Building for Soviets. If you go Tier 2 then tier 3/4 there is no reason to go back and pick up Tier 1. Most commanders have the ability to call in Guards or Shock Troops so grabbing T1 to make Penals is not exactly efficient.
Swap Su76 and T70
Feedback on Ostheer
I like your proposed changes.
Things I would add.
Pak43 - Some additional Range, current range is too short
Feedback for OKW
MG34 - Max cost should be 240. 270 is a bit too high
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It would be interesting if the Barrage ability was change into an ability with a toggle mode in which it turned into something close to the Okw Infantry support gun except on wheels. |
I am in favor of a T70 and Su76 swap as it would create some interesting builds. The reason why call in spam is effective is because you can forego the cost of making T3 or T4 and get extra units out onto the field. Wether it is KV-1 Spam, or T34-85 getting Command Points as Soviets is not really an issue. You should want to tech up and build your buildings. Making T3 and T4 slightly more attractive would give you a choice between saving up your fuel and using it for callin units or using it early on and having added flexability to your gameplay.
Su85 + T70 combo is not an issue. The Su85 can spot for itself and with Vet 1 can see even further. Really it is there simply to give you something to help with anti infantry.
Su76 and T-34 would be a nice combo. To those scared of this idea keep in mind you Could call in a KV-1/Su-85 Combo which is much deadlier. The Su 76 needs its barrage ability nerfed, longer cooldown in favor of having the units price drop. During the original Coh 2 beta I remember this unit costing around 30-40 fuel which justified the cost. The main problem with this was the barrage spam. Instead of nerfing the barrage Relic chose to double the fuel cost making this unit very underwhelming. For a unit that dies in 2 hits the current fuel cost makes this unit extremely unattractive which is why you rarely see it made. Now I am not saying the Su76 should cost 30 fuel, but it does need to be slightly cheaper or buffed in order to be worth making.
Assuming the Su76 was in T3 would you rather have another T34 or make a Su76? I am sure most would go with the T34 and wouldn't bother wasting the fuel with the way the current Su76 which is why I would like to see its cost go down slightly as well.
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i experience the same 5-10 seconds lags, game just stands still and fast forwards back to the point. All since WFA. Should be looked at imo. Happens every 5-10 minutes.
Disable your replays, doing so has removed the freezing/fast forwarding issues for me.
I would love it if Relic would come out and release a 64bit Client and Mantle Support for the game. Even if that is all they added in a future expansion this game is in desperate need of optimization. Getting Crossfire to work would be nice as well, with two Radeon 7970s my FPS is around 100+ but the issue is the screen has extreme flickering rendering it unplayable. Since I can only use one video card I get around 60FPS with all Settings Maxed out on 1080p. Playing on any resolution higher than 1080P (2560×1440 for me) and the game is unplayable.
http://imgur.com/9ytGE0s |
The OKW Flak Half Track was close to the American AA Halftrack during the Western Fronts Alpha performance wise but got hit with the nerf bat while the American version was left untouched until the recent nerfs.
As it stands now the unit would be fine if a pebble on the road didn't block half of its shots. Terrain Projectile Collision is one thing they need to remove from the game.
If the OKW AA Halftrack got buffed, I would propose making it similar to the kubelwagon in which movement is unrestricted but in order to shoot it has to setup. So if you need to retreat, the unit could back up immediatly but only fire when it has been setup which would justify the current 3 second setup time. |
T70 and Su76 swapping would be a good idea. It makes no sense making a T70 when a T34 is like 30 fuel more and is a better choice. Also T3 has access to the infantry Halftrack as well so having all Anti Infantry options together is not really a good idea. |
One of the issues with this game is lack of global upgrades and having everything tied to the commander system. It would be great if Conscripts were able to have the PPSH upgrade by default tied to T3 or T4 so they could have some late game scaling.
Conscripts are cheap and are good early on though. Sturmpioneer may be a pain in the ass to deal with but they cost twice as much to reinforce (40 vs 20) and they take a long time to reinforce. Say for example you drop a SturmPio down to two squad members and they retreat and your conscripts retreat as well. The conscripts will be reinforced and capping again while the SturmPio is still in base reinforcing.
Also keep in mind that Conscripts do well vs Volksgrenadiers early on, and the AT Grenade almost one shots the kubelwagon. Once you get Guards or Shock Troops you can use them to merge saving you manpower down the road.
What would be nice though is having the ability to Auto Reinforce like in Dow 2 and have conscripts with Auto Merge leaving you with at least 1 conscript left (so you dont lose the squad) A quality of life issue but you would see less people complaining about conscripts as they would be vital to keeping the reinforcement costs of your other units down. All the infantry units have 1 armor now so there is no downside to using merge anymore. |
Well, consider Kubel the same as soviet M3. A shock unit that can do really good in the early game with good micro but which eventually will be destroyed.
The thing with the Soviet M3 Scout Car or American Dodge is that you can pretty much guarantee squad wipes using those units so they pay for themselves before it dies. The Kubel is not going to wipe out squads and just delays the inevitable. You have to deal with whatever spam comes your way, wether it is conscript spam, Riflespam or Maxim Spam the Kubel is not going to help you much. It is too unreliable for a 240MP unit that you will end up losing that has little impact in your game.
I would rather see the MG34 and Kubel switch places. The Mg34 is too important not to have. This way they could give the kubel some buffs if it was doctrinal. It is a mobile MG on wheels. That alone makes it a difficult unit to balance. I don't want to see Kubelwagons become unkillable until you have AT Guns yet at the same time having it the way it is now is not really worth building. You could invest that 240MP towards another sturmpioneer squad which will do more damage than the kubel would and get you to 1 point quicker for MG34, or 2CP for Panzerfusiliers or even put that manpower towards getting out Infantry Support Guns quicker. As it stands now this unit is under performing.
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When you build an MG42 or Maxim, with good gameplay you could keep the unit alive the entire game and it will be useful. You also have the option to retreat preserving the unit. The Kubel Manpower cost is close to the other MG's in the game yet is only useful for the first give minutes. Something needs to be done to fix it at the very least remove the large radius turns and give it proper pathfinding. |