Except that math doesn't take into account the other units it unlocks. You can't just lob the entire cost of teching and building tiers to one unit when it unlocks a slue of other units. After teching and building, the cost of the unit is cheaper than the call ins in the economic long run for multiple units because you'll still be paying for the price markup for the call in unit and not the built unit. |
*Updated with changelog from the official Company of Heroes 2 forum. |
It's happening.gif. Just finished downloading the update. Thought people would like to post their impression of how COH2 is stepping forward with Aftermath.
*Servers are Up!
Updates for February 18th, 2014
Updates
-Implementation of the Battle Servers
-Improvements to the Surrender User Interface
-MP Map selection improvements
-Various Bug Fixes
Maps
-Added community member OnkelSam's “Crossing in the Woods” 2 - 4 player map
AI Updates
-AI will no longer detects or attacks mines.
-AI will no longer use artillery against targets in the fog of war it has never seen before.
-Skirmish AI will now garrison buildings more often.
-Skirmish AI will repair bridges and destroyed HQs if it has an engineer nearby.
-Skirmish AI interrupts the ambient tactic behaviours much less.
-AI will cause team weapons to tear down less often.
-Increased retreat and avoidance delays for all AI difficulties.
Balance
Command Point Pacing
We wanted to improve the early game ebb and flow by slowing down unit progression. This reduction in progression better highlights the intricate tactics at each stage of the game.
German
-Mortar half-track from 1 CP to 2 CP
-Jaeger Infantry Package from 2 CP to 3 CP
-Ambush Camouflage from 2 CP to 1 CP
-Panzer IV Command Tank from 7 CP to 8 CP
-PAK 43 from 7 CP to 8 CP
-LeFH 105mm Howitzer from 7 CP to 8 CP
-Tiger from 9 CP to 10 CP
-Stun Grenade CP cost from 2 to 1
Soviet
-M-42 AT Gun from 1 CP to 2 CP
-Dshk HMG from 1 CP to 2 CP
-120mm Mortar from 1 CP to 2 CP
-Shock Troops from 1 CP to 2 CP
-Guard Troops from 1 CP to 2 CP
-Conscript Assault Package from 2 CP to 3 CP
-T34-85 from 7 CP to 9 CP
-B4 203mm Howitzer from 7 CP to 8 CP
-ML-20 Howitzer from 7 CP to 8 CP
-IS-2 from 9 CP to 10 CP
-Incendiary Artillery from 6 CP to 7 CP
-KV-1 from 7 CP to 8 CP
-Partisan Tank Hunters from 1 CP to 2 CP
Units and Abilities
Better align unit performance with its effectiveness in game. A few notable changes include: reduced lethality on the IL-2, it still has the capacity to wipe out a squad but should be a bit more forgiving now. Combat engineers saw a price decrease to better reflect their in-game value. S-mine fields had a few adjustments to increase their viability as well.
PAK 43
-No longer requires Battle Phase 2 to be constructed
Conscript Assault Package
-Cost from 10 MU to 30 MU
-Conscripts now get 3 PPSH sub machine guns
Precision Strike
-Precision strike now deals the same amount of damage as the main barrage weapon
-Added angle and distance scatter to B4 Precision Strike to bring it in line with similar abilities
IL-2 Sturmovik Attack
-Damage from 20 to 8
-Target lead in distance from 16 to 12
-Target lead out distance from 8 to 10
-Cost from 240 MU to 180 MU
S-Mine Field
-Cost from 80 MU to 60 MU
-Build time from 40s to 10s
-Mine spacing from 13 to 7
-Mine field can now be rotated to better enable placement
M5 Anti-air Package
-Cost from 90 MU to 120 MU
-Damage from 4.8 to 8
Panzer Tactician
-Cost from 40 MU to 30 MU
222 Armored Car
-20mm cannon damage from 25 to 20
-Upgrade cost from 70 MU to 55 MU
Target Weak Point
-Target weak point now multiplies penetration by 2 rather than setting it to a static value of 1000
-Brummbar target weak point cost from 30 MU to 40 MU
Combat Engineer
-Cost from 240 MP to 210 MP
Blitzkrieg Tactics
-Cost from 30 MU to 40 MU
Commanders
Tiger Ace and Soviet Industry were not consistent in terms of value relative to other commander abilities within the game. They were adjusted to better bring them in line while maintaining their unique flair and additional tactical and strategic value to the game. The Tiger Ace has had its extreme damage and health values removed to bring it in line with other units. It now contains the veterancy modifiers granted to a vet 3 Tiger I, maintaining its threat on the field. Soviet Industry has been moved to 3 CP. This reduces the impact of the commander to the early game preventing extremely early vehicle rushes. The increased CP pacing on this ability also makes the commander less punishing, as early manpower attrition is significantly less debilitating to the commander.
Elite Troops
-Tiger Ace cost from 0 MP to 800 MP
-Tiger Ace command point cost from 16 to 14
-Tiger Ace no longer reduces all resources to 0. It now reduces MP by 25% and fuel by 90% until the Tiger Ace is destroyed
-Tiger Ace previous veterancy modifiers replaced with Tiger veterancy modifiers; this removes the double health and damage in exchange for faster rate of fire, improved accuracy, and improved mobility. Tiger Ace retains its increased sight range and lethal coaxial/hull machine guns
-Tiger Ace base acceleration/deceleration from 1.4/3 to 1.8/3.9
-Tiger Ace base max speed from 3 to 3.9
-Tiger Ace has gained the Target Weak Point ability to chew through enemy armor, drastically increasing its weapon penetration and stunning enemy crews
-Model 24 Stun Grenade cost from 15 MU to 20 MU
-Troop training recharge time from 2s to 30s
-Troop training cost from 55 MP and 20 FU to 80 MP and 25 FU
Soviet Industry
-Soviet Industry CP cost from 0 to 3
Garrison Cover
Units in garrisons were too vulnerable to small arms fire, reducing the desirability of garrisons. We want to better align the initial goal of softening garrison cover without removing its tactical value.
-Small arms damage modifier vs. garrison cover from 0.65 to 0.55
-Small arms accuracy modifier vs. garrison cover from 0.65 to 0.55
|
Id rather have my tank actually pen and be able to hit infantry than shoot 4% faster.
However, if the T34/85 faces a tank unit too (say you're supported by Infantry as well), I'm pretty sure most people prioritize fighting the tank over infantry with their tank. Even say you have a vetted up T34 vs a vetted P4 in a 1 on 1, the P4 will come out on top in the end if the T34 can't penetrate it's armor. |
Not to mention the P4 has a higher ROF, and Blitz...which is far more attractive than RAM.
Neo makes a great argument. At 9CP (along with the long recharge on dispatch), the T34/85 barely has any impact on the field, nor functions a flanker like the T34 was intended. It only serves to be augmented as a SU85 escort(a KV8 does a better job of that) or bait to lure armored units into ATGs. |
The discount always made sense for the dual call in, but the CP costs seems a bit high for a unit that will come in at a time after P4s have hit the field, and around the same time a Panther is produced.
It's similar to the KV1 in it's effectiveness against medium tanks. One's a tank, pardon the pun, and the other's a damage dealer (although the KV1's survivability is higher than the T34/85 in a 1 on 1 against a P4); so shouldn't the T34/85 come in at the same time a KV1 could be called in after the new CP change (rumored at 8CP)? |
2 T34/85s before 1 p4 is impossible unless the Ost player was REALLY struggling. Not only do you have to wait for 7CP, you'll have to float resources before you can call that in. |
I don't think 130 fuel is a fair price for something as strong as P4 that arrives much later.
It's a weird decision. They essentially reverted the cost reduction for the T34/85 from the November patch (720 MP and 260 FU to 680 MP and 240 FU) back to the original price in the June patch (Price from 360mp/100 fuel to 360mp/130 fuel). I was under the impression they adjusted the cost in the November patch to make the T34/85 a more viable unit.
I still think the T34/85 should come in at the same CP as a KV1 and needs a price reduction in FU. |
I'm pretty sure it's the same promotion as Rome 2 DLCs. The Nomadic Tribes pack was free for a week for all Rome 2 users as long as they installed it during that week. After that week, users got to keep the DLC, and anyone who missed out on it had to pay. |
I'm sure it'll be pushed back to 9CP. If the leaked patchnotes were anything to go by, the KV1 comes in earlier now than the T34/85 at 8CP. Both are nearly the equivalent to the P4, but I'd go as far to say that the KV1 is better at killing the P4 than the T34/85 is (higher ROF, more hp, better armor) and their AI is about the same. Unless they buffed the T34/85, I haven't heard any complaints about nerfing the T34/85 to warrant it being 9CP. |