Also, rather than main gun destroy at 25%, i would rather have more interesting thins like main gun locked or different injured crews which still affect the performance of the vehicle without outright killing them.
So i would had those lesser crits re introduced and appear at say 35% HP and the heavier ones (engine dmg/main gun destroy) appear at a lower HP of around 10%/15%
That's boring though. As more and more features are peeled away from the game in favor of cold hard consistency, I begin to wonder if a separate tournament mode with more classic RTS mechanics (all attacks connect and deal damage with no rng accuracy or deflection) would have been a better path. What is the point of keeping random criticals around if they're relegated to obscurity? Most players are in casual team games, and while some consistency is good, overly sterilizing the game risks losing some of the flavor.
All light vehicles are still prone for this to happen. Regardless of their HP pool
560HP lighter medium tanks still will get crit.
640HP medium tanks are the ones who benefit from it. You wouldn't suddenly "lose" your medium tank after 3 shots penetrated.
720HP remain unaffected
800HP They benefit from this but they have a bigger HP pool to play with.
Now we enter the vehicles with HP pools and armor big enough to play around the crit.
960HP unaffected
1040HP affected
1080HP unaffected
And so on.
For clarification, the crit would be moved from 25% HP to 20% HP.
Yeah I love this idea. Tier 1 has always been a cheesy risk/reward tier because of lack of support weapons, especially AT guns. If M3 wasn't available at the very start of game like it is now, it could get a lot of buffs without being too cheesy and OP.
It's not that cheese is bad, but most of the COH playerbase are lactose intolerant. The cheese was removed and now you have a tier which lacks the punch but has all the risks still attached to them.
My point is that T-34/76 is presented like a bad tank without "Ram" like a broken record. All medium tank are less effective in large modes and I see little reason for T-34/76 to be more effective since it already dirty cheap with fuel cost lower to Ostwind/Centaur.
Soviet are already strong in team games.
The strong points of Soviets are been nerfed. The game would be in a much better state if ISU/ELE/JT were removed from the game but in this patch only the ISU get's nerfed while the tools given to counter those heavies are been tone down as well without giving any proper alternatives.
Given the current state of the game and from my awesome 5 minute thought full rework redesign plan which has no flaws whatsoever or any chance of backfiring this is what i came with. /s
---Support weapon company (T2) becomes T1. No further changes.
---Special Rifle comp (T1) becomes T2. Cut cost by half.
-New T2 requires T1 and it becomes an optional tier. T3 requires T1 and T4 requires T3.
-Penals becomes analog to PG once again (increase cost and buff). Maybe balance them around been a 5 man squad and not sure how historically correct could be to give them zooks cause that would solve the gap of Soviets having a real AT infantry unit to deal with heavy TDs in team games now that we plan on nerfing ram (and probable in the future IL2).
-Sniper can be given utility buffs.
-M3 can see further buffs now that it arrives at a later timing.
Power Creep
When first Patched Penal completely dominated the meta and continued to do so for years which is unhealthy for the game. As result conscripts received a number of buff so that they now dominate the meta. The change in Ostheer that made Ostruppen more viable was the "coup de grace" since although they could keep up against the Penal they could simply out cap the.
Now there a number of planned buff on Penals. In sort penal dominate meta, so conscripts are buffed, conscripts are dominating the meta so Penals are buffed. This is vicious circle of power creep in purest form and it should simply stop.
Small correction. Power creep was necessary due to how strong were all new released factions.
OH received buffs to be able to account for USF release.
SU required buffs in some units in order to account for OKW and OKW post rework. Specially when the strong SU units were been nerfed/removed from the game (2x sprinting snipers and maxim spam).
Conscripts didn't received buffs due to Penals suddenly replacing them. They required buffs in the same way OH needed their MG42 buffed and moved to T0.
Conscripts were fine as long as the faction had overwhelming number of wiping tools outside of their infantry. Hint: they were nerf/removed from the game.
Identity issues
Does anyone really know what Penal are supposed to be?
If T1 has issue penals simply can not be the solution to all of them.
Can we pls adress the elephant in the room and redesign the Penal giving them a specific role to fill and create a strategy around T1 and stop with the baindaids?
I agree with this. With the exception been that the elephant in the room is the whole tier 1 and not Penals.
But the mod balance team has cornered themselves when adjusting the tier and what has been given to other factions.
Snipers were nerfed from having sprint + double man squad and they are receiving further nerfs on this patch. Don't expect anything extraordinary to happen here, specially when a lot of people hate playing against them.
M3A1: the unit was niche to dead against OH pre rework and useless post rework. Unit was good pre OKW rework and niche post rework. Useless post PF rework and T1/Flak HT buffs.
All these new Soviet changes look amazing! I'm confused about the change to Mobilise Reserves though. It is now unlocked when you buy the Tier 4 building and not when it finishes construction? My concern is that even before it's never worthwhile spending the cash to get it in Tier 3 when it unlocks for free when you get Tier 4. If that's the case then it's even more of a no-brainer to just build tier 4 instead of unlocking it at tier 3. Making the tier 3 upgrade cheaper would have been an interesting alternative.
It would make more sense if the total or part of the cost of the upgrade is discounted from the T4 building. Cause you can't survive with just staying at T3 when call ins still require T4. I agree and don't expect people upgrading at T3.
Not really. In the WC2019 out of 35 T-34/76 ram was used 5 times in 2 games.
I think ram plays a more vital role on teamgames than in 1v1. On 1v1 you have enough space where you can still bully single infantry units way into the late game as well as outmaneuver vehicles to account for the lack of AT performance on the unit.
You have to take into account that ram on itself is not a good ability as it requires another unit/ability to synergy with.
IL2 bombing strike is not used on 1v1 and Airborne tactics saw a single game been used.