Cons need to be able to stand up to infantry in the late game, because SOV have otherwise trouble mantaining map presence. No durable mediums, no late game vehicle with AI killing power like Brummy/Sherman/P4, no stock elite infantry, ZIS barrage and Katy getting nerfed... SOV can't win engagements with mean looks alone, they need to have some firepower. Especially considering that they typically need to turn around VP disadvantage from mid game.
I don't disagree with you on Conscripts, but comparing base rosters is not absolute since the game is meant to be played by picking one of three commanders, and Soviets were made by Relic to be heavily dependent on doctrinal units.
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Nice changes. however I think IR HT need shared veterancy, this unit is the only unit that couldn't fight at all, it is rarely used, and in 1v1 it never used, and if OKW player go for BG, he only has two fighting units and he needs to spend 35 fuel whith the truck cost to have them, also
The SU-85's "Focused Sight" ability give a huge sight
and it is a fighting unit, maybe some veterancies for IR HT ,that grant more armor,speed, abilities costs reduction, vision and maybe other abilities unlocked by veterancy will make it more worth buying.
Its Recon Plane could be locked behind veterancy too. |
I think the subject matter is part of what makes CoH2 interesting but also part of what makes it unsuited for a big e-sports title as those mentioned above. Fantastical settings that play on well established tropes are much more "digestible" than the worst war in History.
All mobile anti-tank gun squads - Pak, 6 Pounder, ZiS-3, Soviet 45mm, Raketenwerfer, 57mm - have an innate received accuracy penalty of +10%; this stacks with the type of entity that recrews the gun. Example: Conscripts recrewing an anti-tank gun go from 1.087 target size to 1.196; Panzergrenadiers recrewing would go from 0.8 to 0.88
I don't like this at all. Infantry spam often overshadows weapon team gameplay and this is a step in the wrong direction. AT guns don't have to melt even faster. |
Ostheer mobile mortars are great too in addition (fire rate and accuracy), something UKF is missing completely with the exception of one commander.
Doesn't the Tactical Support Regiment have an air drop that contains an M1 Mortar as well? |
Not everyone needs to have everything in their stock roster down to the last detail. Some armies need doctrines for certain classes of units such as Rocket Artillery for the UKF.
That's fine, the factions are supposed to be asymmetrical. That's what commanders are there for. If anyone likes playing UKF with Rocket Artillery they can select the Mobile Assault Regiment. |
Infantry units with camouflage such as UKF Commandos and OST Stormtroopers have the "Hold Fire" capability.
Would it be possible to make every infantry AT equip to enable this capability as well? This uses an already existing framework, instead of enabling the vehicle-exclusive priority toggle.
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Does anyone else find it strange that the KV-2 when mobile has the commander with binoculars looking out from the hatch, but when it sets down increasing to increase firing range the commander goes back down?
Should it not be the other way around?
I know this is a detail, but it always stuck out to me badly. |
The Firefly's Tulip Rockets should be cheaper. They are a skill shot, they often miss and they don't come with the Firefly, they're an addon.
I think that 80 munitions is too much right now. It's a well designed snare, but too expensive. The prepatch rotation/mobility improvements are sorely needed. |
Is it possible to put a 3 min initial cooldown on T-34 ram ability instead of tying it to health or vet.
The goal is for fresh T-34s not to be able to ram. Having a 3 minute initial cooldown and 3 minute subsequent cooldowns would be ideal to prevent this. The player can choose whether or not to use said T-34 within the 3 initial minutes.
Really good proposal. If it is technically possible to have the ability start with a cooldown, of course. |
I think that now that the broken capabilities of certain Soviet units have been brought to line (as of the current patch preview version), some of their core units can be tweaked positively.
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