I disagree because Brits have a crazy amount of artillery options at stock with even 2 howitzers at base and their infantry out of cover can beat grenadiers reliably without the cover bonus .
But back to the Comet it's just a very poorly designed Jack of all trades Master of everything unit that really has no place in this game . It just cannot be balanced unless the comet is given a weakness..
The Comet should be strong I agree but in it's current form there really is no other word to describe it but overpowered.
Heh, artillery options. That cost crazy muni, must be flared from an inf unit, and is the worst AoE of any heavy artillery shell. Good chuckle. Oh, and it takes forever to get on target AND has red smoke.
Dont make me start my leFH rant.
The other UKF arti is Land Matress (ive missed the MG squad i aimed at with a full min range barrage), mortar pit (its the mortar pit, dies super easy most of the time), and Sexton (the weakest and shortest ranged heavy howitzer). Though Sexton is priced for the job.
2 are doctrinal, 1 is being buffed so UKF has actual targeted indirect fire. |
Not sure how the bonus was implemented (multiplicative as most cases or hard coded to be a specific value), cause if it's not the latter, then it's even further less than what you expect.
going from 50% moving accuracy to 60% with only vehicle locations on mini-map (OK, tac map helps, I'll need to start using it) would be... rough. I guess it works for Rocket Truck hunting, but its not long enough to REALLY scout ahead.
Crommy still eats it vs all medium Axis armor (due to low ranged pen) and is low lethality vs infantry (due to small 80 and 160 damage AoE). And costs 13 pop (due to history of being OP and not rebalancing cost with the nerf). |
The difference between AT Penals and schrecks is the same as between normal zooks and shrecks, but worse. The PTRS does sustain damage over time. So the enemy tank can still shoot back. Zooks do that too, mostly because they can't reliably pen mediums and hit less hard.
Schrecks have massive alpha strike damage with better pen than either, so your vulnerable period is... the time to close for snap shot plus the time it take Hans to get his head out of his ass. Then the unit can retreat and hide. It takes consistently 6 schrecks to kill a medium, over 8 zooks, and at least 8 full firing cycles fir the new PTRS troops. And they have to do that while being shot at.
PTRS takes 2 seconds to fire from cold, schrecks are 1.26 seconds.
The vulerability periods are.... just not even close.
Lets not even get into Asymmetry, expecting Soviets to have a snareless build (I played pre-engie snare Brits. That sucked), and dealing with dedicated AI tanks.
Oh, and heavy tanks...
And rifles keep their snare with zooks, as do Ro.E |
Are you building T1 purely for Grens? If so, then ( T1 + squad costs ) / squad # is the layout for determining initial pricing for them. Late game should include the MG42 munitions, and if you REALLY want to be fancy, guestimate their manpower lost / minute. If you are getting anything else from T1, you need to prorate T1 over the cost of those as well for cost sharing (unless Grens are so important T1 was going to happen anyways, then it might still be Gren cost).
Is there an effectively mandatory side tech for the unit? Then it should be included for tech value for the squad. ACTUALLY skippable side techs can be ignored, or at least analyzed separately.
e.g. AT nades for Conscripts are mandatory, AEC side tech is mandatory as well for AEC (in 1v1). Double Bren Bolstered Tommies are mandatory late game, and play like the elite infantry they've been upgraded to cost as. You can't directly compare other 280 MP units late game as Tommies have HUGE after-the-fact MP, fuel, and munitions sunk into them. Tommy nade is NOT necessarily mandatory, so that should not be assumed and should be analyzed separately (especially after the fuse nerf).
Same applies for rifles.
This is not necessarily for figuring out timings, but late game whole-value cost, and its still not that simple due to reinforce costs and veterancy not being an overt part of this. |
The AI performance of the main gun only beats the T-34 and sherman normal shells (reminder sherman has he shells), it's mgs are still far behind the t-34 and the shermans.
MMX knows, I brought it up. Crommy needs help. Mod team just needs to make the changes.
Also, could Hunt be a +25% instead of 20%? that would make the ability at the USF fire-on-move level, instead of another weird margin.
.. or give Chrommy its Fire on Move accuracy back and some actual ranged pen.
And fix the lethality on the gun. It doesnt actually kill. |
A fix for CoH3 |
Cromwell is only getting Hunt this patch, the Churchill is getting the pintle.
Yes, Crommy got not much after its knee capping and Panther is problematic due to how it scales in team games. Lets keep those faction specific points in their respective faction discussions.
Still, reviewing previous nerfs for roll back or reanalyzing what something's job is numerically and empirically vs what its 'supposed' to do is good. |
The 10% nerf to accuracy this patch will cut the 'far' part of scaling. |
2 sturm is interesting, but a TON of OKWs tools exist to enable and incentivize 1 Sturm play, from the 0 pop engineers of the Mechanized truck, to their sheathable minesweeper, their 8 pop (the elite inf standard), upgrade for better healing (on a unit that can consistently get vet 2) and their miserable late game.
Not enabling Sturm spam allows OKW to start with the highest value starting unit. |
...yea, sure. Seems fine, just dont give it to the OKW base emplacements.
Otherwise, might be too much time for little gain. |