Has anyone tried changing the pack howie to attack ground and barrage only? With this, give it the same attack ground range as barrage, but maybe increase it to 100 like the 120mm (ISG also?). It would make it a lot better against things like bunker spam and there would be no more micro-less damage from it.
I also thought about this. Just leave this unit full manual barrage & remove auto. But giving much faster manual fire cooldown |
I would change USF tech like this:
Platoon: ATgun, M20
Mecha Plat: Lieu, Stuart
Company: MG, Supportgun
Mecha Company: Cap, HHAT
Lieu & Cap only come to the field when Mecha is unlocked.
This will prevent double free squad from unlock 2 teches. Also to improve the variation of units (AT,MG,M20,Supportgun ; rather than AT,MG,Lieu,Cap) |
Would it be possible to just reduce the income gained from territory points in certain modes? Or might it even be possible to put an "upkeep" on Fuel/Munitions based on number of units/fuel using units? I'm not sure if that's hardcoded to be only a "manpower" thing... or even whether Lelic would allow you to fiddle with it.
As I checked, the number can only change while in game affected by resource, state, health...Can not be fixed for different mode.
@Sander93
Idea 1: Remove fuel/ammo point and replaced with basic point. So the battle can be spread equally on the field, rather than "rush 2 fuel". But eventually, players can still put a cache to rush fuel anyway.
Idea 2: Decrease fuel resource by 1. Basic point 2fuel/5ammo. Fuel point 6fuel. Cache keep the same.
Idea 3: Decrease basic point on each side by 1 or 2. General mud has 7 basic points on each side,1 fuel & 1 ammo. That would push resource by at least 28fuel/46ammo per min. Not mention sometimes a side can dominate and get 2 fuel, then may be add 4-5 cache on. Its pretty much you can buy a Light every 2min, Med every 4min.
Idea 4: To promote early tier units gameplay. May be reduce Light tank/vehicle fuel by 10-20% if they get to the next tech. I know this is possible to mod, but Im not sure about balance.
|
I can only speak for myself but I think the incentive has always been there. It is a result from Relic's core design decisions, mostly the economy system. Unlike vCoH, CoH2 has an abundance of fuel because of the standard territory points which greatly speeds up the different phases. This is amplified in team games. The game does not have very long early and mid game phases because of how quickly these get outclassed by the next phase, encouraging or even forcing players to not get caught up too much in one phase. There is nothing we can do about that without completely redesigning the economy and factions, which isn't something we'd be allowed to do at this stage. We can only work with what we got, and that is that rushing T4/armor is amongst the most powerful/reliable strategies.
What if a cache only applied on the player who built it?
What if tech cost increased so the timing between phase is greater and low tier units have a role to play? |
I feel Brit currently gain alot of new units, and in the future Bofors & AEC doesnt lock each other.
30fuel for Platoon, 30fuel for Bofors & AEC. With 60fuel Brit unlock 7 units (while USF unlock 4 units).
Brit tech should get some nerf. Maybe not lock out unit like USF, OKW, but definitely need to splitted into a small Hammer & Anvil teches.
Something like this:
-Platoon 30fuel: Sapper, Sniper, mortar
-Mid tech Hammer 40fuel: Officier, AEC, weaponrack
-Mid tech Anvil 40fuel: Bofors, ATgun, bolster squad
(Grenade still a side tech) |
dude what the hell are you on about? are you skunked fam? Jackson has received overall BUFFS OVER THE YEARS, and it was way over buffed hence some of the recent nerfs and its still considered to be the best non doc TD in the game. Back in the day USF was USELESS in late game because of the Jackson, couldn't even reliability PEN axis tanks from the front they were FORCED to flank to penetrate. pls for the love of god stop talking about the the panzer 4 bouncing off the Jackson, that used to happen in like 1% of my games and now its gone to 0 wooooooooooo BIG NERF FOR JACKSON.
USF is micro intensive? every faction is micro intensive in 1v1's and if your talking about teams games USF, is some of the LEAST micro intensive thanks to being one of the easiest to A move your blobs.
and regarding faction traits, yh every faction had them and have been constantly nerfed over years to reduce the effectiveness, and OKW is not the only faction that can put structures out of their base ( AT CONSIDERBALE RISK OF YOUR ENTIRE TECH) so can UKF..
im not saying remove crews , where did i say that katitof? learn to read, i said it needs nerfs or more risk
I had a 2v2 game before the big change in 2018. Where a Pz4 dived in to kill my low hp Jackson, missed 3 shot, bounced 2 shot and get killed. |
A topic that should be discussed imo:
- Should OKW get the ability to build caches?
Its a huge disadvantage for the faction, especially if you play double OKW (ok, nobodoy does atm.
When OKW was really strong and had op units this design decision made sense. But I dont see no reason to deny it furthermore.
Right, Okw used to transfer ammo to fuel, which mean if they able to capture ammo, they can act like they capture a fuel.
Okw collect fuel through wrecked vehicles used to give Okw alot of fuel (30% iirc), which mean kill a Heavy will give you a Light tank
Though Im ok with Okw not able to get fuel, but to be fair, the game should make cache only give resource boost to the builder player.
And the big problem is in 4v4, Allies can defend 1/3 the map really well with a Bofor & double Mortar pit.
In 4v4, Axis has better chance to win if there is no Brit |
I dont know if anyone suggest this:
Obersodaten: they're more of defensive role, booby trap is replaced with binocular.
- Remove booby trap
- Can upgrade binocular (+sight while in cover without fighting)
Fallschirm: since they lost snare, give them something in return to fulfill infiltrate role.
- Gain ability to lay booby trap |
So the reason you are posting is to prove that I am biased.
Ok thanks, for the constructive feedback.
If you have anything even remotely related to USF officers feel free to drop a line.
As I gave ideas before. For me Officers should locked behind the Tech + Mechanized, and not come for free.
Officers come with heavily armed without weapon rack. For higher manpower cost (I can say raise the price up to 400mp, Captain has elite Zook stats)
If they requires weaponrack because they're free squads. Then they're nothing difference than Riflemen. |
I have this USF tech idea for a long time
Tier0 HQ:
- Riflemen
- Rear
- Mortar
- Ambulance
Tier1 Platoon: 35fuel
- MG
- M20
Platoon Mechanize: 20fuel
- Lieu + double Bar (350mp) No more a free squad
- Stuart
Tier2 Company: 35fuel
- ATgun
- M1 supportgun
Company Mechanize: 20fuel
- Cap + double Zook (350mp) No more a free squad
- AAHT
Tier3 Battalion: 90fuel
- Sherman
- Carrier
- unlock M10...
Battalion Mechanize: 30fuel
- Major. No more a free squad
- Jackson
- unlock Callion, Pershing, Sherman variation... |