More buffs to the Sov clowncar, just WTF on all levels, as if the clowncar isn't a almost competitive unit to Penals now it's turned into a must build. *facepalm*
Given that the scout car tapers off harshly past the first few minutes and a very early medical crate means giving up your flamethrower which makes the scout scar so potent, there should be no real issue. The main purpose of this ability is to give the M3 an additional role later in the game when its primary role as a mobile cover/harassment unit is greatly diminished by AT weapons, snares, tougher infantry through vet, any light armour and just a greater number of units.
so whats the difference between ISU 152 live and this:
ISU-152
Feedback due to the slow shells has caused us to revert the arc of the ISU's HE shells. Instead, the unit now retains its straight-line trajectory, but will now ignore terrain to ensure hits even on rough ground. AOE has been modified to less OHK radius thanks to the changes above, but will retain more damage on the outer edges of the AOE to improve consistency.
-ISU HE projectile reverted to straight-line
-Projectile ignores terrain collision
-AOE Far Modifier from 0.05 to 0.15
-AOE distance from 1.25/2.75/4.5 to 0.5/2/6
No longer stopped by hills or inclines in the terrain.
Also I forgot to add this:
Forward Post
Due to the frailness of the structure, we have given the structure an ability to help Soviets fighting around it and defend the Forward Post.
-Now has 'Inspire'. When activated, all infantry with 45m when this ability is triggered, gain +15% accuracy, -15% weapon cooldown, and break suppression should they be suppressed.
--> don't make an ability that gives the widest cone of fire ATG the range of an elephant and 60 sight range for free (which is what Take aim does (+10range +75% sight))
You do know we're working on EFA first, right? Furthermore, Take Aim costs 30 munitions.
Conscripts: We could reduce the cost of abilities back to their original, but we will need to see given that testing seems to show Conscripts can hold their ground quite well even vs OKW except Kubels.
AT-Nade/Molotov/AT satchel/PTRS I think we're holding off on fusing the upgrades until we can confirm where Conscript stand on the scale. We could possibly package items from Penals into upgrades, though that could hurt T1 given its need to fight for its map control and fewer units.
Demos
-It is not strong enough, even vs clumped units to wipe out full squads. It will stun, so you can follow up.
-Booby trap is unaffected. Timed demo should be unaffected.
-Emplacements shouldn't be affected as the critical applies to infantry. Maybe on Pak 43s and Howies.
Urban Defense Tactics:
We are likely going to return the aura in some form since you cannot pop an HQ in neutral territory.
Spotting scopes/Smoke Tactician:
Smoke will likely be seeing the delay shortened.
About other forgotten things:
Smoke bombs: Will bring it up
Sector arty: It's very powerful, but limited to one sector for defense in crappy doctrines.
HT riegel: Possibly.
Defensive doctrine: A lot of the defenses stuff in the Defensive docs should be combined, I agree.
On that matter of Capeless Guards, should they be a thing? Some people don't like them because they're rather plain as Guards without capes don't have much going for them.
One Forward HQ, we might re-implement some sort of aura. Likely not as strong as before, but it'll get something.
I do not understand why Soviet Mark Target needs to dissipate immediately when the plane is shot down. The planes get shot down almost immediately by OKW without any micro at all. That doesn't seem like a valid attempt at adding "counterplay" to the ability, that just makes it a waste of 80 muni. The plane will get shot down before the ability even starts in many cases, since a 5 second delay is being added.
AA changes are likely to come at a later date to ensure planes aren't taken out of the sky instantly, particularly when we start working on OKW.
Okay, so I've got two more concerns with the Soviets so far.
1) AI Partisans feel really meh right now. While I do like that they're good ambush troops rather than quick-click wipers, they really struggle after that first engagement. Maybe have them spawn with the current four men and allow them to reinforce up to six?
2) The FHQ is pretty meh as well. Personally, I heavily prefer the M5 over this thing now. I don't think it needs anything crazy to be worthwhile, probably just some minor Accuracy and/or RA for the owner's infantry would be enough to give it some use over a reinforce halftrack. While its a bit of a stretch, having is as a produced building rather than an upgrade for ambient buildings would also be a nice way to make it less map dependent and give some counter-play as the engineers are assembling it. Same could theoretically apply to the British Arty HQ down the line.
I haven't really tested Ost thoroughly yet, but playing Storm doc without feeling like I just shot myself in the foot is the most fun I've had in CoH2 for a long time.
1. Likely that more focus will be put on their infiltration, scout and harassment role such as LOS or additional goodies to their bag of tricks. It'll make them a unit that can fight, but generally is best left doing other things while real soldiers do the fighting.
2. I have thought about a building that would be added, not sure on the others, the question is, what model would suit a FHQ? Not a lot of selection without looking like an ambient building. Maybe someone would like to toss a building out there that engineers could assemble? I do want this commander to be less map dependant rather than reliant on there being a house on the map.
That won´t fix the Panther. Currently for most medium tanks it needs 4 shots (4 x 160 = 640).
Now it will still require the same amount of shots (3 x 200 = 600 = Not enough to finish mediums). I know you want to keep it performing the same as it currently is versus medium tanks... but its horrible performance versus mediums is what makes it currently shit in the first place.
Thus the 40 more damage are a pseudo buff without real effect in most cases.
The nerfed veterancy is a huge nerf. Vet2 was the only savign grace the Panther had. Now even weaker.
Still useless versus infantry.
The intention for the damage was to point the Panther towards killing heavier vehicles and anything not 640-based, not its counters such as tank destroyers unless it's flanking or slugging it out at shorter-range. Units like the T-34/85, Comet and E8 will now get killed in 4 shots vs 5. IS-2s require 6 from 7.
Furthermore, its upped damage makes it more lethal to light tanks which it now two shots, and units like M10s will get 3 shotted from 4. So facing multiple SU-76s, you can send a Panther in to clear them out, especially with the changes.
We're likely going to up its accurate further down to line to ensure the Panther won't miss targets except at extreme ranges when stationary to help offset its long reload. Additional Ostheer tech changes could also be inbound which would indirectly help the tank.
If you're fighting standard bog-stock mediums, use the Stug G whose health is the same as mediums if shot at by 160 damage sources while being able to quickly DPS them down as it still maintains its high rate of fire. It's only when other damage models come it does it go down faster. When dealing with heavies you either need to transition or you can go with numbers and hope to kill them with raw ROF. There's also getting the Stug G in closer to pen heavier vehicles at short-ranges. Dangerous, but it has that ability.