I was really surprised when this mechanic came back. Yeah its pretty bullshit that players with these units available can just instantly spawn elite squads from buildings and completely turn fights, Its not good design. Maybe in COH3 they will finally abandon the mechanic, but its too late for COH2.
This mechanic was fine in coh1 and still is fine in coh2. Funny enough coh1 was balanced and well populated so results > your opinion. |
Again... I did play when things had 100 range. The main problem then was elefants and ISUs (and later jagd with 115 range). I don't think it would be a massive issue if the pak had close to 100 range again, especially if it wasn't 2 shotting things.
I wouldn't call the elefant and jagd "easy" to kill by any stretch of the imagination. Pak is pretty easy to kill though.
Well we all have our own opinions based on experience. Maybe you could make a mod and post it on coh2.org so people can check it out. |
But the "meta" is something unexistand because is just a gloval opinion, balancing things to limit the gane only to be " metagame favoured" its stupid. If somebody manages to make things work out of meta doesnt meant it has to be smashed
+1 |
Do you let you car break down on you or do you take for service before it breaks?
Theres something called take good care of your car. So there is no way take it for service before it breaks unless you're a lazy person and you better be careful too cause those mechanics can make it worse too. They may or may not care depending on their pay. At least thats how it is in USA. |
As far as I know, there are 4 anti tank units that do 320 (Jagdtiger, Elefant, Pak43 88mm, 17 pounder). I think this amount of damage is excessive and is too punishing, especially for the low health Allied tanks. It doesn't give players enough time to react and makes trying to assault these units extremely risky. Having a Jackson 2 shotted, for example, is just depressing.
I would suggest lowering the damage, while compensating by increasing range and decreasing reload time. I realise this is risky. Giving these units extra range will allow them to sit further back in the lines, but at the same time, decreasing the upfront damage they do will allow allied players to feint and assess how assaults are going easier.
For example:
Jagdtiger:
Damage from 320 to 240. Range from 85 to 90. Reload from 8.55s to 7.5s.
Elefant:
Damage from 320 to 200 (edit). Range from 70 to 80. Reload from 8.5s to 6.2s.
Pak43 88mm: Damage from 320 to 200 (edit). Range from 80 to 95. Reload from 3.65s to 3s.
17 Pounder: Damage from 320 to 160 (this is only 76mm gun). Range from 80 to 95. Reload from 7.3s to 5s.
95 range lol. Someone didnt play the 100 range meta. i remember how fucking OP 100 range was. And if you're gonna say next "forget the range changes" you've just made these units 100% useless because they cannot move and dont shoot fast so I'd rather have a normal AT Gun than spend an extra load of manpower for something that has pretty much the same performance of a normal AT Gun because I can actually move it.
Also adding on top that all 4 of these units are rather easy to kill. Unless you're gonna say next increase their durability then we have Sim City from CoH1 back in CoH2.
In CoH1 the 17 lber had some fucking durability but didnt output that much of a punch but it was still scary to go up against because it was like throwing a pebble at the Great Wall of China.
The Flak 88 had some great punch output but could be killed somewhat easily by AT Guns which also made the Flak 88 scary as well.
So do we want to change something that doesnt need fixing? no, in fact this is one of the few things Relic has managed to balanced VERY well.
(there may be some exaggerations) |
i have one Kreygasm. screw y'all. |
Also spam their free sandbags
everyone gets free sandbags |
Macbook WutFace |
Obers with STGs melt everything.
There are 3 variants of STG. Sturmpio MP44, the normal MP44, and the Ober MP44. |
This is not the tipical thread talking about nerfs or buffs, I just wan't to throw some ideas that will make you think... and the final purpose is to balance the game in all modes (1v1 to 4v4). These ideas could be implemented in a private beta test. And at least I need someone from Relic Staff to read it or write here [Kyle my friend, you are my namesake!]
1-Map resources limit/scaling:
It is well known that 1v1 maps usually have less resources than 4v4 maps(as well as 2 fuel and ammo points, most of the maps are limited to 10 standard points specially 1v1 maps).
10 std points (arnhem,angoville, semosky,moscow,rails and metal,etc)
11 std points (steppes)
12 std points (angermuende, ecliptic fields, hill, lanzerath,etc)
13 std points (refinery)
14 std points (General Mud)
The problem in bigger maps and team games are that the time from early to late game comes much faster than 1v1 games. Caches in 1v1-2v2's are risky, in 3v3-4v4 are safe income. It should be interesting to rework the amount of std points from bigger maps, and / or limit the amount of caches that a map can have. That will make early and mid game much longer in team games, while remaining the same in 1v1 games.
2-Handheld rocket weapons aim time (Bazooka,Panzerschreks).
I think the role of the rocket weapons was not to seek for tanks and destroy them, they were used for deffending from vehicles. Right now, either USF ,WERH and OKW (or RUS with partisan) can blob a big amount of squads and Attack move. This "strat" works great against light and medium vehicles making them useless in mid late-late game. P2 Lucht suffers from captain, medium tanks suffers from volk blobs with shreks. some AI tanks can't deal with blobs or require a high amount of micro when the blob requires no micro.
What I think it should be done is, increase the aim time of a bazooka and reduce other reload values to make the time between rockets the same as it is now. You can increase the far acuracy to compensate for that but this will make A-move blobs much easier to kite while remaining the same in case of tanks penetrating your territory. adding aim benefits when green cover or garrison could be fine as an ambush benefit.
I think light ,medium and AI tanks will benefit from this feature and will make blobing more useless requiring to combine arms (raketen, AT guns, jacksons, Jagdpanzer) will be needed to "hunt" tanks.
3-Suppresion:
There a few issues regarding this:
3.1- mines:
I think mines should have a suppresion radius for infantry as it had in coh1. This will also stop a flanking attack giving you the time to relocate your mg's , and stop the damaged squad avoiding to trigger more mines in the path with the result of a full wipe.
3.2 Mobile arty weapons should have suppression as Pwerfer does (I'm not going to talk about Pwerfer damage, just the suppresion). This will help to stop blobs, in case of OKW stuka when missing the target it'd be nice to deal some suppresion in a radius, (at least yellow suppresion) same with Kat, that will make the units more prone to retreat because right now after the first salvo, hey can move freely out of the rockets area. (UKF base arty can benefit from suppresion sice it's damage is not significant so it can be used for creating a suppresion area to stop infantry pushes)
3.3 Grenades range when in suppresion.
It is not fair to be naded when a units comes frontal to you MG , got suppressed and it nades you or throw smoke. I think that all the yellow suppressed units should have a 50% range reduction in grenade/smoke, this will avoid single units raiding an MG frontally. You can still throw smoke to help a second squad to approach but you won't be able to smoke the MG to nulify its position.
4- The design of big maps.
Most of the big maps are designed much more long than width, that makes flanking less possible and OKW faction can have an early game retreat point supported with a strong structure that can be placed behind a wall/house making the faction not getting affected by the long retreat distances. USF/UKF have retreat points but they come mid-late and with a single raid you can destroy them easy. I'm not going to talk about if the medic OKW truck shouldn't be placed outside the base sector, Designing more wider maps will nulify that big advantage. A good example could be the map steel pact from Coh1, it was a fun map with a lot of battle actions due to the short retreat paths.
Agreed. |