New content is always appreciated, unless it is terribly unbalanced, but it would be nice if Relic would do a few things related to DLC:
1) Make more commander bundles
2) Make more Theater of War bundles
3) Modify existing Ostheer/Soviet commanders that are redundant
4) Update Theater of War missions with patches (still playing with 3 man weapon teams for Wehrmacht)
5) Give us something for duplicate War Spoils or prevent duplicates from dropping
This would appease the competitive players (commander re-work, drops, commander bundle) as well as the single-player/cpu-oriented players (theater of war bundle, commander bundle, war spoils).
These change would make potential buyers of CoH2 a lot more likely to purchase the game. Perhaps having bundles of the core game + faction add-ons shuffled around every couple of weeks on Steam would be a good idea as well. Or just put out a bunch of bundles.
I.e, singleplayer bundle: coh2 base game, Ardennes Assault, & all Theater of War packs.
Competitive bundle: coh2, WFA, UKF, various commanders, 2 skin sets/faction
Allies bundle: coh2, USF, UKF, various commanders, 2 skin sets/faction
Axis bundle: Coh2, OKW, various commanders, 2 skin sets/faction
It's all about expanding the playerbase because coh2 is extremely re-playable with the high volume of Relic maps as well as the incredibly high number of community maps and mods. Relic just has to reduce the cost of some of the dlc for single-player people or cpu-crushes, you know?
Edit: Relic, can I be your marketing strategist pls?
I'm a Canadian citizen so no extra paperwork required. |
A way to solve this issue is not necessarily with 5-men Gren/Pgren squads, but give Riflemen a 5th man at vet 2. Reduce cost to 260 mp, give Veteran Riflemen 5 men at vet 0, start them off at vet 1 like they are. |
Actually 20% reduction in damage is like units having 125% HP. To put it mathematically, shots to kill a unit is (Unit HP)/(Shot damage). Command tank multiplies shot damage by 0.8, so we get (Unit HP)/(0.8 x Shot damage) = 1/0.8 x (Unit HP)/(Shot damage) = 1.25 x (Unit HP)/(Shot damage).
Command tank has a deceptively large influence on infantry. A grenadier model has 80 hp and conscript rifles to 16 damage, so a model will die to 5th received shot. If the damage is reduced to 0.8 x 16 = 12.8, grenadiers will die to to 7th hit, which is a 40% increase. Similarly, hits to kill a gren with riflemen Garands rises from 10 to 13, a 30% increase.
Ahh, I see.
I think one must also take into account the timing of which a P4 command tank would hit the field; there are all sorts of other factors that add damage on an enemy unit; artillery, flames, explosions, AT grenades, etc.
While the stats certainly are troubling when analyzing them on paper, it's also important to remember things like player reaction time and general RNG are also affecting the outcome of engagements. |
I don't know what the stats are on the rear armor of a Tiger or heavy tanks in general, but lower-tier medium tanks are fodder against heavy vehicles. Your best bet there would have been to ram your t34/76 into the KT, fire a smoke mortar barrage on the KT, bring in a pair of engineer squads and plant two demos on the KT.
But in all seriousness, mines, vetted Zis guns, and some SU85s would be good to take out a heavy. You need dedicated AT.
That being said, I"m a big fan of the Soviet supermine; put a mine down, then a demo facing where you think the enemy is coming from.
This will wreck blobs, one-shot lone squads, and kill armor up to a P4. It will most likely destroy the engine of a panther and take it to about 10% health.
I've won 1v1s with supermines man. Hell, I've won 4v4s with supermines. Shit's fucking great. |
P4 command tank gives 20% damage reduction to units in the aura.
Essentially, units have 120% HP. It's nice if you have nothing heavier than a Panther to take on an IS2, for example. |
Having improved utility to the smoke barrage for mortars (maybe smoke barrage for LefH/ML-20 too) would make them more attractive to use (more so than they already are).
Frankly, the USF have a huge advantage with such ubiquitous access to smoke.
If Ostheer had smoke nades on Grens, fighting 1v1 Maxim spam July 2013 would've been a lot easier |
S mine fields have signs in front of them due in part because of their original form; the area of coverage was about twice as large and the cost was doubled, making them extremely effective at area denial, yet hard to access (because 120 mu was required to lay even one quadrant).
The signs are fine, I think. The quadrants are large enough to manipulate them how you want; you can put a quadrant in front of a door, you can put two quadrants between two fences, you can cover a capture point in all four quadrants, etc.
I would strongly recommend triple stacking the s/teller mine reduction bulletins. Teller mines are 41.5 muni, S-mines are 49 muni. Works great when you're saving muni late game for Stuka CAS... |
I think volley fire is fine. If you use it in cover, especially heavy cover, or a building, you are fine if there isn't overwhelming firepower coming in. Using volley fire out of cover is stupid unless if you're trying to hit a pio squad charging at you.
If there's a sturmpio in your face, if you're not in cover, if your RE is out of position, don't use volleyfire. Retreat or reposition. |
Just watch. This is crazy. Would recommend 10/10 |
I'm still a proponent of the Early/Mid War and the Late War factions.
I.e., Coh2 launches with 1942/43 German and Soviet factions and the time period factions can't play against each other.
Each faction would have a similar basic structure, but some weapons and tanks would be different. There could be similar commanders as well, but also completely different ones.
This would've let coh2 expand on the Eastern Front (with a Finnish or a Finnish/German faction) and conceivably cover each area in Europe; N. Africa, Italy, 1944/45 France/Belgium/Netherlands/Germany.
also more $$$$$ for them. This would make balance more complicated, though. |