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Weapon mods vs Weapon Swaps

1 Jun 2022, 12:50 PM
#1
avatar of rumartinez89

Posts: 599

COH3 probably already has its weapon upgrade system built but I was wondering what you guys thought about upgrades keeping the same weapon but adding a suppressor/sight/automatic variant?

Using COH2 units

Grens Kar98 stock decent at all ranges

add suppressor unit gains camo/camo bonus but loses long range damage
or
Add sight unit gain increased long range damage(maybe pathfinder type crit) but loses short range

Soviet SVT stock decent all ranges

AVT upgrade good short range but heavy drop off at range

or

Add sight unit gain increased long range damage(maybe pathfinder type crit) but loses short range

And so on for each main line, goal being to add different play styles while making it easier to balance Squad as a whole instead of having 1/2 models that do most of the damage. Keep that style to elite units.
Also if you have your own examples post them.
1 Jun 2022, 12:55 PM
#2
avatar of BasedSecretary

Posts: 1197

too complex, too micromanaging, too ugly.

nobody cares about the details. we spent 4 years teaching people the difference between t34/76 and t34/85.

I hope they do not do dumb shit like this

weapon upgrades are fine as they are: m9 "big boom against tankos" bazooka, g43 "good on the run big boom" pfussies, flame "pyro tf2 moment" pios/ces, LG "minigun but it's ww2" 42 upgrade for grens.

1 Jun 2022, 12:57 PM
#3
avatar of Vipper

Posts: 13476 | Subs: 1

There is little reason to be one or the other.

The current system work well in some cases:

For instance 4 men squad are good to have concentrate DPS on single model so that loosing a entity is does not take too much of their DPS.

What I would fully implement in COH3 is "weapon training" for slot weapons so that that pick up weapon work differently for different squads.

That would help in make in these balance easier.
1 Jun 2022, 13:27 PM
#4
avatar of rumartinez89

Posts: 599

jump backJump back to quoted post1 Jun 2022, 12:57 PMVipper
There is little reason to be one or the other.

The current system work well in some cases:

For instance 4 men squad are good to have concentrate DPS on single model so that loosing a entity is does not take too much of their DPS.

What I would fully implement in COH3 is "weapon training" for slot weapons so that that pick up weapon work differently for different squads.

That would help in make in these balance easier.


I completely agree on the weapon training, conscripts should not handle an LMG as good as Shocks/Obers.

I was hoping in COH3 they removed the different size squad gimmick for mainlines, keep that for elites/recon squads. It would help control power spike while giving players option on play styles if Doctrine does not include an ELITE unit.

However, I just watched a COh3 video and squad sizes are all over the place. I think it going to cause some weird balance issues at release.
1 Jun 2022, 14:30 PM
#5
avatar of Vipper

Posts: 13476 | Subs: 1



I completely agree on the weapon training, conscripts should not handle an LMG as good as Shocks/Obers.

I was hoping in COH3 they removed the different size squad gimmick for mainlines, keep that for elites/recon squads. It would help control power spike while giving players option on play styles if Doctrine does not include an ELITE unit.

However, I just watched a COh3 video and squad sizes are all over the place. I think it going to cause some weird balance issues at release.

Different squad sizes are not necessarily a bad thing.

It is contently is a thing that one should take into account when designing faction and choosing weapons upgrades.
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