i have noted that the OST 251 halftrack is more susceptable to small arms than its peers like the m5 and m3. Is this a balancing factor due to it can upgrade to the 251 ''flamer'' ? |
either i'm not explaining it correctly, or you are missing the point.
anyhoo, idea was worth a shot |
Protos Angelus.
was thinking more in the direction of survivability of light tanks vs no-brainer TD-walls, (standard medium tanks and Anti-Tank-Gun excluded)
impractical and full of bugs, maybe. but hear me out.
as for some factions its too easy and too cheap to go build a TD-wall, that makes dives/attacks very costly/impossible. and was thinking if there was something to break the meta a bit.
situation: (with overpenetration idea in mind) you as a SOV are assaulting a OKW frontline.
OKW has: 1 jagd4, 1 pz4.
you as sov have: 1 T-70,
if you send T-70 to attack jagd4, jagd4 needs 4 shots now to kill the T-70 due to overpenetration concept. But has the pz4 as backup to fend off lighter/faster tanks, and needs only the standard 3 shots, as it is not affected by the concept.
you use the T-70 as a cheap sacrifice for a large force of whatever you want.
and was thinking of the rock/paper/scissors concept here too, balance be screwed for the moment, but if light/medium/TD armour were balanced around these factors:
light: average vs other lights/infantry,overpenetration mechanic that makes it an Anti TD weapon, weak to ATG's, mediums, shrecks/zooks etc.
medium: average....
Tank Destroyer: good VS medium and heavy armour, weak vs light tanks due to overpenetration mechanic etc. |
like the overpenetration concept, it works nicely in the game World of Warships, where large AP shells that penetrates thin armour, goes straight through without setting off the charge within the shell, but still does a small amount of damage to the target.
perhaps the same could be applied to COH2, dedicated Tank Destroyers, that includes panthers,comet, su-85,jackson, jagd4 +doc heavies etc, with guns 75mm to 152mm using AP, could be made to ovepenetrate LIGHT armour, but still cause damage, but less than what it would normally do if shell detonates inside the tank.
note ''normal medium tanks'' are not affected by this overpenetration idea
but this would most likely just make SOME light tanks/vehiecles more useful late game. |
loopDloop.
you might be right.
just wanted to make the matches a bit more interesting instead of some factions/doctrines just going for only 5-6 different units entire game and simple tactics.
was hoping suggestion might breathe new life into little/unused units, but it might be way more hassle to balance than its worth |
on second thought, my suggestions might make way more trouble than they fix
consider it closed? |
everything up till jackson/su-85/panther/jagd4/firefly/comet/churchill +doc heavies will go like normal wouldn't it?
m4's,pz4's/t-34's/cromwells etc come out as normal, you could wait to get enough fuel for your su-85, but it would be more advisable to get out a t34s/su-76's.
example if you play sov vs OST: you got your cons/penals/mg's/zis-3's, do you get a t34 for 90 fuel, or wait for su-85 150-160 fuel?
same for OST, do you get pz4 for 120 fuel, or wait for panther 210-220 fuel?
making a TD wall would now have a huge tradeoff in price, and encourage more active playstyle, and use more mediums for pushes, and not going for the no-brainer td-wall of the meta
add some doc meds to tech tree for more variation
buff's/nerf's gotta be handed out here and there of course
|
nice idea vipper |
increase fuel cost for tanks a certain percentage?
how would things be if all the later tanks (tier 4ish TD's,panthers+doc heavies etc) tanks cost ~20-30% more fuel than they do now?
it would work out poorly in some circumstances, but this could give the medium tanks a new life, and the games going through several phases before getting to late-game. |
Vipper.
regarding the 50cal upgrade on the wc51, do you mean you cannot carry squads anymore? do that and wc51 seems alot less tempting to use.
wc51 has a limited usage early game unless you go 2-3+, it needs to be good for those 5+ minutes until axis goes 222/rak/PZgrens+zooks/pak40.
like the flare ability |