• At guns need a moderate chance to damage engine when they reduce a vehicles health below 50%, shots need to hit 90-95% of the time, this will help killing units such as the t70 or ostwind. This will also off set the chance that faust and at nade reduced ability to do engine damage.
Agree with the increase in hit rate, disagree with the possibility of engine damage. Mines, ram, PFausts, ATnades all provide sources of engine disable.
• Massed inf should be able to quickly kill outnumbers squads – it seems that soviet inf can just walk right into a a large group of ost inf, and button/nade and take very little casualties. This just makes for boring games where no tactical considerations need to be made. I don’t mention ost here as the small squad size makes and expensive reinforce ( as well as lack of abilities like molatov, button ect) make this sort of approach much less common and much more harshly punished.
This already seems to be the case. Ostheer players love to charge in with PGrens and AssGrens. If Guards are buttoning a vehicle, pop smoke or throw a bundle grenade.
• At nades / faust need to do higher damage with smaller chance to crit engine ( perhaps starting from 50% health and having more chance the less healt the vehicle has). Having soviets with at nades is like getting rifles with stickes by default. This sort of things enables there to be 0 drawback from doing a 5-6 conscript start, in vcoh this sort of play could be heavily punished with pumas, stuh, or mgs and mortars ect. But on coh with the at nade meaning light vehicles have smaller impact, and nerfed mgs means they are useless, making it it’s a solid strat. This would mean that cons would not be the chouice for soviet infantry 100% of the time, giving penals and other troop types a chance t shine.
Conscripts don't start with AT nades, so I'm not sure what 'by default' means. 5-6 Conscript start means 2 PGrens are going to have a field day, or just build 5-6 Grens. People do the 4 conscript start because it's a reliable and proven way to gain early map control, and because Penals are too expensive for cost.
• Stop 1 shot ATgun kill for armoured car.. that’s just unnecessary, should do 85% damage with chance to damage engine or something.
Working as intended, you need to micro those suckers for them to be effective.
• Make mortars more predictable with where they are going to hit, not some random bs that requires absolutely no strategy.. the barrage ability should be the one which is most used – being able to judge where the enemy is going to be should be rewarded, while the passive shots should be slower firing to encourage to use the active ability. Having units just sit there and shoot passively for maximum damage is just poor design. This should also take distance from target into effect, meaning the further the bigger the spread ( which would be offset by vet)
Agreed. Barrage seems to have rounds fired quicker than autofire anyway.
• Mgs need to suppress squads within the field of fire, and do so quickly, the tactic of the front rush to the mg should stop any squad/s dead in its tracks, but in turn mgs should be much more vulnerable to flanks meaning that anyone who pulls of a good one will be rewarded with a instant retreat or a decrew.
Agreed. MGs should be glass cannons.
• Make mgs set up in houses faster, but let them lock onto units automatically, so you can draw fire with another squad and run with with a nade.
Takes away control from the player; bad idea.
• Houses need to be fixed, let them collapse only with 25% health or less, also units in houses need to take more damage as currently it favours molatov equipped troops and stalls the game.
Return building mechanics to how they were in CoH1
• Change the mechanic for rifle nades and Molotov’s, make the rife nade harder to aim ( create a small cone shaped reticle which does some point damage upon impact but shoots shrapnel in a cone like manner ( similar to canister round from the Stuart tank) this would mean that it’s easier to dodge as it’s a narrow damage area but units caught in it would take heavy casualties to reward good use. Molatovs should do no upfront damage, this would mean they would be more suitable for getting units out of cover, bunkers and buildings and not spammed openly all game long. These sort of abilities become the standard attack and its just not good play. Units that are undergoing the animation of molatov/rifle nade/ at nade/faust should be able to be sniped cancelling the ability and not refunding the muni cost to reward good sniper micro.
People build German snipers a lot, and currently Soviets rely on the molotov to win Con/Gren engagements before LMG42s pop up. Currently if the model performing the animation dies, the animation must restart before the ability has been utilised (PFaust fires etc). Losing munitions, which is a vital supply of molotovs and mines for effective Soviet early game is not a good idea.
• Rework the vet system – that is make it harder to get vet 2-3, and only give 10% to damage taken ( a unit should not be heavily rewarded for being used as target practice) and, it should get 30% of the damage caused to experience vet but 100% of experience for kills. This means that units that kill units get full reward and those that only deal damage vet up but in a fashion that is only at 1/3 of the speed delaying vet for ineffective squads. I don’t like seeing a fully vetted army about 20 mins into the game.. it reduces the reward for being a great player.
Just tone down German Vet2, change up Blitzkrieg a little bit, you're golden.
• Give tanks side armour, and rear armour stats to reward flanking or getting off good shots. Tanks shouldn’t struggle to penetrate the rear armour of the su85 for instance. Give tanks the ability to crit engines after 50% of the enemies vehicle life is gone, this would reduce the ability of tanks taking lots of damage then using magic smoke and getting out of danger, or units like the su 85 just reversing as they get shot only to miraculously escape with 10% and getting vet 2 in the process. If you mess up your play you should be taking a huge risk right now risk is mitigated.
Pretty sure this has already been implemented, at least rear armour has been. Complaining about the SU-85 reversing to fight another day when we have Blitzkrieg and panzer tactician is a little silly. I don't think Pz 4s struggle to penetrate the rear armour of an SU-85.
• Fix up grenades of all types.. its so RNG related that there is no skill in using and certainly no reference point. Use nades in vcoh as reference point. Something like the bundle nade should be able to absolutely wipe squads- to make this fair it should have a longer set up time, meaning it could be dodged if the player is alert. This would mean there is finally a way to decrew soviet 6 man teams. It would also not allow the pgren to run up into fire, and bundle nade as by then they would be taking serious casualties. Shock troops should no get the standard nade ability but get a grenade that does more stun and less damage, so they could surprise weapon crews, stun them and then clear them out. Currently they are so powerful. They can run through a whole army, kill along the way and throw their nades before retreating and taking very little damage.
Bundle nades have a tendency to wipe squads that are at full members but low health, just like they should be. If you want to decrew a soviet weapon team; fire a rifle grenade and literally walk your dudes over to it. If this fails, flank with a PGren and repeat, only with a bundle and an almost guaranteed squad kill. Shock troops are countered by FHT, drained by snipers and have no AV ability. They're not a problem right now.
• The button ability is active the squad should not be able to use their at rifles to encource the use of the ability to ensnare a vehicle to be despatched by other troops.
You want to nerf the already shitty Soviet Infantry AV? Ok, but give us a Penal Batallion call in from CP 0 that costs 120 manpower and spawns with six PIATs.
• 2 or more pak guns should be able to trigger the pakturm ability allowing you to combine fire both guns on 1 vehicles, which is what the Germans use to do to make sure their guns got kills every volley. This would offset the soviets anti infantry barrage ability by making paks better against vehicles. This could be only in the presence of an artillery officer ect
I don't understand, why not just target the same vehicle with both Paks?
• Let soviet soldiers ride on the back of their tanks, to enable them to make lighting attacks at the risk of taking heavy casualties if caught out of position.
Too much work to implement.
• Make kv8 do as much damage as htd and no more, also make it slower or reduce it health as its outrageous for the cost.
Reduce KV-8 damage, I agree. That's all.
• Give panther longer range to make it a unit with a purpose on the battlefield. Why use it at all if it has hardly any advantage over the p4 and basically cannot kill infantry. This would also play the role of tank hunter much better. If the range is reduced then nerf its ability to kill inf even more, and make the mg only do anti air duties. This would mean panther would be great at flanking armour at distance but then would need support as it would be vulnerable to infantry or at guns due to its poor anti inf capability.
Panther wrecks every Soviet T3 vehicle, and with Blitzkrieg or Hull Down turns into Satan's personal chariot/bunker. Panthers already wreck vehicles and are much harder to kill than Pz 4s. If you want a 'better' Pz 4, call in a Tiger.
• Reduce the cost of brummbar or bring it down a tier, it’s amazing at cutting down soviet inf but at the price and in t4 has no purpose in a 1v1 basically.
No real purpose to a T3 Brummbar for AI, as Ostwind already fulfils that role. I have no idea how to re-do the Brummbar, maybe reduce cost and increase fire rate but lower damage to vehicles?
• Give all stationary arty ( not 205mm) the ability to either do the prolonged area denial barrages that it does currently does or the option to fire a smaller volley, in quicker succession in a much smaller area ( like vcoh style) to give a player the ability to do concentrated well aimed damage on the enemy ( maybe at vet1?). To counter act this give this ability a longer cool down ( 90 seconds like vcoh) this would mean arty would be much more flexible and give the soviets a real artillery presence like in ww2.
So you want a kinda arty precision strike ability?
• Bring back suppression to the game from explosions, multiple automatic guns fire, arty strikes ect this ads another layer of depth to the tactics.
Surprised this got removed. I would probably uninstall the game if LMG42s were suppressing units as well, though.
• Perhaps let ost get 5 man grenadier squads via fuel and mp upgrade in t4? This would enable them to still be useful when big boy tanks like isu and is2 come out, or add another layer of depth to the inf heavy commanders like jaeger inf late game. This would also let ost steal enemy weapons such as at guns. The extra man could be a offier – not as much damage as kar98 to make sure they are not OP.
No thanks, I don't want even tougher late game Ostheer infantry to kill. If you add this, make all conscript squads 9 men or something with free reinforce.
• Give penals a late game purpose either via vet or upgrade to make them useful all game.
Vet 3 Penals are scary.
• Enable FHQ for both factions, defensive styles of play should be available to both factions, as both were excellent in using defensive tactics.
We already have a FHQ ability in the game that is silly in the fact that it is immensely powerful but the building can be destroyed via a quick offering to the RNG god and a mortar team.
• Introduce some city based 1v1 maps .. Stalingrad anyone?
Semoisky is bad enough with buildings in their current state.
• Give vehicles a road bonus to enable different attacks using roads and then leaving tanks vulnerable to mines.
I believe vehicles travel faster on roads and prioritise them when moving about the map. I may be wrong about this, however.
• Due to the lack of durability of pgrens they should get a “ambush” ability at vet 1 ( forget the med pack), this would render them immobile but cause more damage on any troops surprised, the ambush ability could also be used with shreks making them deadly to any tanks which were unsupported and drove past, but leaving them vulnerable to infantry if caught out. They would then use truesight to hide around corners ect and wait in ambush for an enemy squad. If they were seen then units such as the mortar could be used to wipe them out.
This exists, it's called Ambush Camouflage.
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