Funny thing is that best armoured (frontally) american vehicle was... Jackson. I believe it was greatly harmed by taking out it's armour in game, it should be more like panther in function, sth between tank and tank destroyer that is fast and has great frontal armour, but it's rear armour is like the one in m20 and other light vevicles (as it was irl, killable by mg AP rounds) and with short range gun (sic!) as it had really bad accurancy, much worse than in tiger for example. Basically jackson is the oposite of tiger (that has gun with great accurancy and mostly same armour from any direction). And that is real type of usf's heavy vehicle.
Pershing on the other hand is nothing more than a copy of a tiger (with some things than better like speed and sloped armour and other worse like the gun but mostly worth the same) introduced when tiger, and tanks of it's kind were worth much less than in 1942 (when tiger was introduced) as there were tons of better ideas on how to build tanks (like panther, tiger2, IS2, IS3, T44 and so on) at the time.
And of course Jumbo is just a quick fix of us armoured forces that had no well armoured vehicles at the beginning, just like m10 was quick fix for no penetration.
Gamewise Jumbo should be added to act like kv-1: old tank that can lead the charge with its armour. It can be used in multiple doctrines.
Preshing could be added to but only if the doctrine was either like soviet industry: so usa had less manpower in early game while waiting for pershing, just to make it only able to defend, not attack, or it can be like a tiger ace doctrine so there would be only one (there were not many of them in europe, there were even more german ace crews that fought on the front than pershings i belive) and using it would kill your income.
And of course if changes would be applied to Jackson so it could act as it really was the hellcat could have it's actual place as a long range (it was more accurate) fast, ambush tank destroyer with not much armour. |
Like the idea but i would actually add all the types od t-34 to T4 as it would make it possible to make interesting tankforce even in faction nod designed to have tanks if you wanted it, t-34 would be used in numbers and to flank just like they are ment by soviet constructors to function. |
I was just joking around. I do agree with Romeo. I think the current system is okay, but some useless abilities and OP vet changes need to be reworked.
I do realize it was a joke but such joke still somewhat changes what people are discussing, just wanted to prevent instead of having to cure |
GUYS THIS ISN'T COH1. WE CAN'T HAVE NICE THINGS (STOMPS COH1 DOCTRINE SYSTEM)!!!!!!!!
I really didn't want it to beacome a "vcoh was a lot better" discussion. I belive that coh2 is a great game but still can be much better so we, as community, need to give the guys at relic ideas on how to improve it. |
skill treez! Politically correct romance subplots! All three mass effect endings! RPG elements!
Maybe AA will have 8 endings? Kappa
Basically I will support almost every idea thet will conclude in diverifying coh2 gamplay as it is way to repetitive right now. |
It would definitely be cool if you could choose which vet bonuses you would want to award your units. Like Civ 5 where you could specialize units and shit. Then you could build a specialized army and give each unit character and shit depending on how you wanted each specific unit to perform.
But that would take wayyyy too much work.
Be sure to buy Ardennes Assault: We swear this time will be different! Again!
Your idea is also great! And what is better relic has experience in implementig such system as PE used it in vcoh. |
I'm sure it's easier to tweak the current system, and this is huge advantage of it but the system that allows to get vet in such an easy manner ends up with units that get less and less significant vet bonuses from one ballance patch to another and that makes gameplay really flat. If you've played the original coh2 beta you can see that all the units had much more significant vet bonuses back then, the same happend to doctrinal units, and same slowly begins to happen with WFA added units. |
In the beta relic tweaked vet on AT guns so they gained less vet as they were becoming too powerful very quickly. It's a good way to go as in opinion of many players (including me) units get vet too easily (even in standard 30 minute 1v1 matches on the and usually all units are vet3, that should not happen as those units should excel instead of becoming basic vet3 troops), but I belive it's not exactly the best way.
We could increase vet the amount of xp needed for a vet on every unit but that solution has a big disadvantage: some units, like american riflemen for example need vet 1 to show their full potencial,other like conscripts get some unused abilities so they need to get vet1 just to start saving xp for their actual vets. Basically vet1 is a vet0 in coh2, while vet0 is like vet-1, as most units just loose some of their abilities when they are not vet1 (like on vet1 they are "normal unit" and on vet0, "inferior unit").
That is why I believe that vetting system should not be linear. It should as hard as it is now to get vet0-vet1 promotion, but there should be a huge multiplier on higher vets (for example 3) so that you would need triple the xp value to get vet1-vet2 promotion and 9 times more to get vet2-vet3 ones.
That way you will need over 4 times more xp to get your unit to vet3 and it could be awarded with higher, or more interesting vet bonuses. Or the bonuses could stay as they (then the multiplier should be more like 2 maybe) but it will still prevent having all units at vet3 at the and of the game what is just boring. It will also be kind of nerf to OKW faction which could keep its insane bonuses but will have to work harder to get those.
Also think of it as natural effect of improving the units with vet, they are better, can kill deal more damage, so they can acheive higher vet requirements.
I would like to hear all comments, improvements and possible multiplier values. |
Yeah, it happens sometimes when patch or sth else changes your leadout while game is turned off, you just need to put right commanders before going into game as choosing one always leads to heaving no-ability commander. |
Can you show me?
Just don't forget to upload the replays, so we could all see how those pgs are beaten by op shocks, snipers, scout cars, t-34s, scotts, skill planes, riflemen or even conscripts sometimes. |