It may be due to the fact that SMGs are very good at their intended range, but drop-off considerably versus Assault Rifles? Why should the STG 44 have every advantage in the game over SMGs when it already deals at least decent DPS past 10m? You probably don't remember the time where Shock SMGs were essentially melee weapons, though, a short period after WFA was released. Shock SMGs currently only deal 4 more DPS at 10m than a Sturmpioneer AR but drops over by 3 for every single in-game meter.
Balance/gameplay > Realism
Back onto Rangers, and what some have suggested it would be interesting if they could capture faster, but what about maybe making them move slightly faster than basic infantry? Give them M1 Garands that are better at long-range, but worse at short versus those of a Rifleman and you'd have an interesting skirmisher unit. Camouflage stock or part of vet would make them pretty unique troops. We actually don't have any infantry that is really got at hit-and-run aside from Shrecks firing and then backpedaling from tanks and Jeagar Light Infantry.
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Email: zventrsyn(vbd)ubgznvy.pbz
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Email: zventrsyn(vbd)ubgznvy.pbz
Broadcast: https://www.twitch.tv/miragefla
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Post History of miragefla
Thread: USF Rangers1 Aug 2015, 01:53 AM
In: COH2 Balance |
Thread: Sherman Easy 8 Needs Buffs, Seriously. 31 Jul 2015, 08:42 AM
Is everything about the USF you're going you say going to hand-me-down quality simply because they don't have Panzer V Panthers, Vet 5 Obers, or a heavy tank? Having played USF significantly, they need small tweaks and adjustments here and there (no need to revamp entire units in the core), but they are hardly what you call them in the hands of a good player. Things like Pershings, Rangers, and Calliopes can wait until the faction core can stand up non-doctrinally with everything that's currently in it, aside from the possibility of adding a T0 mortar. On the E8 itself and all Shermans, make the .50cal cheaper and call it a day. Maybe boost its speed slightly because for some reason it's slower than the Panzer IV by 0.2, though I don't really notice. Maybe it's the vet 2, but those tanks seem to glide around the battlefield. In: COH2 Balance |
Thread: USF Rangers30 Jul 2015, 08:24 AM
I don't think you can give any unit Thompsons off the bat unless they're really expensive MP-wise or toned down as they deal a ton of damage within their intended range. I don't even think the Ober STG does that much, probably wrong though as there are two variants of the weapon in the files, the one I'm looking at assumes it has the _mp label. In: COH2 Balance |
Thread: M5 Quadrush30 Jul 2015, 07:53 AM
Use the Quad to protect and reinforce the ATG/Support line? Counter-harass enemy squads, shoot planes, suppress infantry from range, and just be a 45m zone of no-go for infantry? The Quad can also actually support a fight without needing to go in deep thanks to its range and damage output, along with utility. The only advantage the flame-track has is burning down the entire garrison the squad is in and AOE In: COH2 Balance |
Thread: USF Rangers30 Jul 2015, 07:41 AM
I mainly play USF, so maybe I am somewhat biased here...but I am seriously curious how someone can argue against and/or be entirely opposed to the USF getting an extra infantry unit to mess around with. It's actually hilarious to me. But then again, I laugh a lot - so who knows. If we're talking about doctrinal, that's fine. If we're talking about non-doctrinal, well, fix the issues of Riflemen and their scaling into the late-game before deciding to add things non-doctrinal troops aside from a possible T0 mortar that people want simply for smoke. Ostheer can generally forget the fact they have PGs simply because Grenadiers can carry them to the end of the game which should be the same for US where the Riflemen carries the majority of the US Army through the game's infantry war and not all these elite troops. In: COH2 Balance |
Thread: USF Rangers30 Jul 2015, 07:23 AM
They also don't hit their stride until their very strong(probably over the top) vet bonuses kick in. If Ranger were ever added, make them a unit that starts with the M1 Garand and to make them different from Riflemen, make them better at range, but worse up close as USF, aside from Pathfinder, don't have a combat infantry unit meant for long-range. Doesn't make sense given that these guys are leading the way, but they shouldn't overshadow rifles, but also should not be para clones by having two specialized weapon upgrades. Ripping the current Rangers out of the files would just be broken. Maybe make them an ability focused unit such as having a different version of volley fire that reduces the hostile target's effectiveness for a period of time that does not make them easier to hit, but it does reduce accuracy and must be channeled on the particular unit meaning you need other units to be around to take advantage of the fact the enemy squad is debuffed. Just throwing random ideas, but rather than just killy elite troops (they'd still do very well at fighting at range) that just get more and more firepower, make them a unit that relies heavily on abilities to shift a battle, but needs other units to take advantage of it, sort of like using the Stuart's Stun Shot on heavier vehicles. In: COH2 Balance |
Thread: Next Know Your unit predictions30 Jul 2015, 06:54 AM
Possibly Sappers. Maybe it's an armoured vehicle than an infantry unit. In: Lobby |
Thread: Miragefla's Highlights Cast29 Jul 2015, 02:48 AM
In: COH2 Shoutcasts |
Thread: M26 Pershing/Calliope Debate29 Jul 2015, 00:10 AM
Give the Sherman a dozer upgrade and call it a day for crushing terrain if USF really needs a crusher or if you really hate shrubbery, shoot the terrain peice with attack ground. As for Pershing and Calliope, only if they are doctrinal and are in separate docs. USF doesn't need these things aside from having more toys to play with. Their core just needs some tuning, not redesigns or crazy overhauls. And they should not be crutching on these units like Soviets were a patch or so ago. In: Lobby |
Thread: USF Suggestions29 Jul 2015, 00:01 AM
Here's my ideas on what USF core needs without redesigning things entirely that would break other things without the need for god awful heavy tanks and elite infantry to carry them which some people suggest -hint: Soviet players didn't like that, why should USF go over to the same thing?: Ambulance: Population: Reduce to 3 from 4, perhaps even lower. Would help with the MP issue. Combined with the below Major changes, MP upkeep would be less. Mortar Addition: As people have suggested, make it available from T0. Smoke would be useful. If I were to design and make the stats for the unit, the mortar would have only 60 range on auto-fire and barrages (ATG range) forcing it to be close, but also make it drop shells the fastest. Yes, even faster than the Ostheer mortar nicknamed "Turbo Mortar". AOE kill range would be 1m or less with a slightly higher drop-off. Scatter would be similar or maybe a bit lower than the other mortars as its scatter would be worse at range 60 than the other mortars which have 80+ range. Bazooka Price: Reduce to 50 munitions. Makes them easier to get. Accuracy(?): Rather than boost penetration and/or damage, I wonder if buffing the accuracy would be better to make it miss less at range so it'd be better at deterring armour that enter range rather than just making it so that we get the issue of armour getting bursted down. Rear Echelon Volley Fire: Removed the received accuracy penalty they take and make the ability ramp up slightly faster. Currently the only time it sees use is the very early game. Still won't be the old days where it instant pinned everything. Rifle Grenade: Allow them to attack ground/bombard a target area when in a Fighting Position. Riflemen: Veterancy: Make it so rifles get 40% increased accuracy like all other infantry. If you haven't noticed, while rifles shoot fast their damage for the majority of their weapons is low. M1 Garands only deal 8 damage so the squad needs to have high accuracy late game because it takes a ton of rounds to drop a single model, especially when cover is everywhere which helps negate their ROF over bolts. Burst is far more valuable at that point than sustained DPS. Possible Recieved Accuracy bonus: Received accuracy bonus could be higher. While they get theirs at Vet 2, it's entirely negated by Vet 2 Axis vet -Grens 40% increased accuracy. Could also help with the USF issue of MP bleed and allow Riflemen to stay on the field longer to deal sustained DPS with their low damage weapons. M20 Reduce manpower price: Yes, it comes with a bazooka crew, but it's more of an extra feature than a complete necessity when adding to cost. 280-300 would be good. .50Cal: Received Accuracy: Base crew should not have a received accuracy penalty or make it lower to improve their limited survivabiliy. Reinforce: Make the original crew match other weapon teams. Should be 20-22 manpower. Gun Health: Fix the weapons health and armour to match other MGs. It breaks way too much. 57mm ATG Accuracy: Change it to match other ATGs at 0.06/0.05/0.04. Currently set to 0.055/0.0425/0.03 Penetration: 150/135/130 from 140/125/115. Could be altered but a little more pen could help. Cover: Make the gun provide cover for its crew. If it does, it definitely not showing from what I've seen even though the files says the gun provides team weapon cover. Major: Population: Make the Major 1 population for his model which make him cost 3 population from 5. Major Artillery: Fix barrage time. Minimum time for a shell is set to 4, Max is 2. Reverse the numbers. Then either/or: 1: Reduce the cost to something like 70-80 munitions to allow it to be used more. 2: Increase cooldown, but make the barrage free. It would be the USF's weird version of a howitzer and give them that artillery superiority they had in the war. 3:Increase the number of shells to make it more area denial. 4:Tighten the scatter to be more accurate. Still be worse than the IR Pathfinder Barrage. Now I know LT tier would still be incredibly vulnerable to early armour and nothing addresses that. Bazookas probably wouldn't carry you to the end, but I'm not sure whether or not things should go to T0, requiring any officer or not. Also makes the tech three look strange unless a unit from each tree was pulled into T0. In: COH2 Balance |
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