I like this idea, but I agree it should be different for each vehicle. Long range tank destroyers should be less affected. Maybe even increase the penetration for some vehicles up close from their current values(t34/76, su76, PzIV command tank, etc).
I'd be interested to see how it would be implemented, percent values or penetration ranges maybe? |
I usually focus the middle and the western side. Mortars are a nice thing here, especially the MHT. Mg and Pak in the mid. I'm not very good though so take what you will. |
Molotoves and at nades should be free like the German counterparts.
You need Infanterie Kompanie to use fausts, not sure about rifle nades but I'm assuming so.
I'm forced to agree about the ppsh upgrade, seems a bit too effective for 30munitions |
You're right, since the recent CP changes heavy tanks and other high CP call ins are quite late in the game.
I feel an adjustment to the fuel incomes(through my suggestion or other means) would bring regular T3 and T4 units more in line with these.
As others have brought up T34/85s come out far later than most T3 units, who I assume are meant to be their counterparts(PzIV).
Overall, this is the first step of many to come which will impact pacing and tech progression within the game.
I think Relic is actively looking at the early game progression, so some discourse on it might help them refine community thoughts on the subject.
quote is from the Aftermath Update topic (how do you put the name of the quoted individual in the quote banner?) |
I could be wrong, but I don't recall any allegations of P2W when opposing fronts and tales of valour came out with additional multiplayer units and factions with a price tag. In fact when I hear about how great vCoH was in comparison to its successor the years after these expansions were released are included in it's golden years. Is it just that these cost more and came in a bundle with single player content that makes them acceptable?
Also, the tribalbob quotes are a little out of place since he was removed when Sega acquired Relic. The change in business strategy was most likely Segas decision, in order to recoup their investment into Relics bailout. Please stop blaming Relic for things most likely out of their control. |
My proposed solution was only a suggestion to fix the issue of T1 and T2 ending too quickly. I'm interested to see other options to address this.
Baring the new Tiger Ace all heavy tanks require fuel, and so this would serve to delay these as much as the tanks you're getting to counter them.
I'm not saying it will stop people from trying to get fuel and get tanks on the field faster than their opponents, only stop it from happening so early in the game and removing the incentive to rush tanks, as there is a higher likelihood of AT guns, mines, panzershreks and AT grenades. |
Which is disappointing. They're able to hit the field and cap territories much faster than Soviets because they don't require a building. They should've been bumped up to 1CP to even the playing field.
Osttruppen have half the capping speed of regular units, and Assault grens are quite expensive at 320mp so there won't be many.
Overall I like these changes, Tiger Ace seems more like a regular Tiger I with a good crew for a manpower purchase and a fuel tax instead of upfront costs. The veteran purchase is less spamable and delays tech more.
CP changes seem for the best. Really like the ambush camo decrease, should make it more viable if it gets fixed and maybe a bit cheaper. Il2 strafe still seems deadly if you stick around based on games I played against the MWNL soviet commander.
Munitions costs look good, especially Blitz and Smoke. M5 Halftrack seems interesting. Not sure about the Armoured Car. S-mines needed some love, but I'm still not sure how much I'll use them. |
I've noticed a lot of people mention that the early and mid game are rushed, and merely serve to delay the inevitable heavy vehicles. I agree, especially considering the emphasis placed on amassing fuel, and getting armour out before your enemies. I personally like the initial phase of most battles where fights are determined by mg placement or cover and grenades.
In vCoH you had a lot of global abilities and upgrades to sink your fuel into, which delayed your tech or forced a lesser field presence. In CoH2 you have really nothing baring soviet conscript HQ upgrades and tech or building costs, which are all no-brainer purchases. Also with commanders you can forgo certain tech and upgrades which means tanks even sooner, not to mention the ones you can get resource bonuses from.
My suggestion is to remove the fuel from regular strategic points. I believe right now strategic points grant +3fuel/+5munitions and full points grant +7 of their resource. This would make the dedicated points more important, but still leave strategic value in the cutoffs and supply lines. It would also put more emphasis on Fuel Caches, and with a longer T1 and T2 you would have the manpower more often to build these.
I don't think this would affect the length of games too severely, just more victory point drains.
I have no issues with current munition rates, but perhaps a slight increase in CP requirements? Grenades, mines, upgrades and abilities would be nice to see more often.
What do you guys think? Would it deprive you of your beloved Tigers and IS2s in 1v1s? Maybe hurt the 3v3 and 4v4 crowd because they love big tank battles? Force too much emphasis on fuel points?
Edit: double post, sorry guys.
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I've noticed a lot of people mention that the early and mid game are rushed, and merely serve to delay the inevitable heavy vehicles. I agree, especially considering the emphasis placed on amassing fuel, and getting armour out before your enemies. I personally like the initial phase of most battles where fights are determined by mg placement or cover and grenades.
In vCoH you had a lot of global abilities and upgrades to sink your fuel into, which delayed your tech or forced a lesser field presence. In CoH2 you have really nothing baring soviet conscript HQ upgrades and tech or building costs, which are all no-brainer purchases. Also with commanders you can forgo certain tech and upgrades which means tanks even sooner, not to mention the ones you can get resource bonuses from.
My suggestion is to remove the fuel from regular strategic points. I believe right now strategic points grant +3fuel/+5munitions and full points grant +7 of their resource. This would make the dedicated points more important, but still leave strategic value in the cutoffs and supply lines. It would also put more emphasis on Fuel Caches, and with a longer T1 and T2 you would have the manpower more often to build these.
I don't think this would affect the length of games too severely, just more victory point drains.
I have no issues with current munition rates, but perhaps a slight increase in CP requirements? Grenades, mines, upgrades and abilities would be nice to see more often.
What do you guys think? Would it deprive you of your beloved Tigers and IS2s in 1v1s? Maybe hurt the 3v3 and 4v4 crowd because they love big tank battles? Force too much emphasis on fuel points?
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I would play if there were casual brackets or tournaments.
I just can't see myself making it through one qualifying against some of the players I've watched because they capitalize on mistakes and know the build orders and maps a lot better than I ever will.
A 2v2 tournament would be nice, though I don't have someone I could count on in my timezone. |