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Infantry Combat

26 Jun 2014, 18:51 PM
#1
avatar of OrionHunter88

Posts: 141

Infantry Combat

TL DR:
1)Infantry combat is too one dimensional and DPS/ability dependent, rather than dependent onpositioning/tactics.
2)Increase accuracy of infantry in cover.
3)All infantry have a dig in ability.
4)HMGs can toggle between suppressive and high DPS burst fire.
5)Remove “auto seek cover”.
6)Infantry in combat have increase movement speed.

One thing I’ve noticed before WFA, but especially after release is that infantry combat is too one dimensional. COH 2’s selling point is that it’s a tactical RTS, which means that ‘game rules’ like cover and a hard counter system (as in rifle does 0 dmg vs armor) etc.
I think Relic’s current balance system doesn’t fully take advantage of the potential game rules. For one thing blobbing is heavily used and the game rules often encourage it with the way certain buffs work and the fact that the map designs revolve around a number of chokepoints.
I’m suggestion five major changes that could be implemented progressively. When you read this post think about how all of these changes would interact with each other rather than debunking how one change is too drastic or could be overpowered.
1. Increase the disparity between open ground and cover. Cover really only seems to play a significant role in the first couple of skirmishes. Once a blob of 3-5 infantry units exists, the defender’s positioning and cover choice becomes irrelevant because of the focus fire potential of the blob. This is too Starcraft-esque, where focus-fire-DPS and unit ability micro determines the victor rather than tactics (i.e. defensive positioning, and offensive tactical approaches using cover).

The best way to improve this simply is to increase the accuracy and reduced the cooldown of squads in cover. Green cover should provide a 15-20% increased accuracy and a 5-10% increase in cooldown. Yellow cover would provide approx 5% less of a bonus. This bonus extends to all infantry types including mortars and HMGs.

What this does is provide squads in cover a large firepower advantage over squads in the open. Blobs would be less effective because they would be subject to higher casualties from properly positioned units.

2. All infantry units(Rifleman/HMG/Mortar/Elite troops etc) have a dig in ability. Dig in would prove directional yellow cover. Would take roughly 20 seconds to complete.

This is essential for the progress of this game. Digging in was used in every army as a basis for any type of defense. Furthermore, the locations where fighting occurs on the maps doesn’t always provide cover, or only provides cover for a few squads. Being able to simply construct directional yellow cover again provides squads with a good way to hold off blobs
The risk with this change is that the game could become “campy”. Please note that there are a few other suggestions that would make camping unfavorable.

3. HMG’s have selectable(toggle) fire rate. One thing that’s always bothered me about relics “suppressive weapons” is that’s all they can do. Machine guns were the most lethal hand held infantry weapon on the battlefield, but in COH2 they actually do relatively little damage on their own.
The two fire rates would be Suppressive, and Burst. Suppressive fire would act exactly as it does now – although some guns (Maxim, DSHK, .50 Cal) would have their DPS reduced from what it is currently. Burst fire would not deal suppression, instead it would have high DPS that would be fired in bursts(allowing infantry to move from cover to cover if properly timed).

4. Remove “auto-seek-cover”. I have no earthly idea why this made it back into COH2. They removed it in DOW2 because it was proven to diminish game quality and actually often lead to higher casualties. Removing control from the player is usually a bad idea.

5. Increase the movement speed of infantry while in combat. Most infantry in this game have one speed. Walk. A few have a MU costing sprint ability (2 of them HMGs!! Lol) In tactical combat soldiers are going to run or at least hussle to their objective once the fighting starts.

This suggestion is a bit complicated. Infantry would have a 2x speed multiplier when they attack or come under attack. Also, infantry would have a 15% increased received accuracy after coming under fire when not in cover. With an “effect extended period” like how infantry are still suppressed for a few seconds even if they are not being shot at. Same thing, after the last shot is fired/received they would still have the 2x speed multiplier for a few seconds.

This feature would add a lot of intensity/realism to the game. It’s basically three changes bundled together but they all have to be done at the same time. The reason for this change is extensive. Visually battles will appear more realistic with infantry actually running around.

Second, the speed increase allows infantry to run to cover and the extended effect allows infantry to flank speedily. Remember also, this effect basically stacks “negatively” with the accuracy bonus to cover. So if infantry come under attack from a unit that is in cover dealing extra DPS, they are further screwed because they now receive greater accuracy. The exchange is that they get increased agility.

Suppression nullifies these effects though. So if they come under suppressive fire from an HMG and become suppressed they gain no increased speed but do not suffer from increased received accuracy.

In conclusion, these ideas are meant to be incorporated TOGETHER. Some could be implemented separately though. I think at the very least increased accuracy while in cover would be a good way to reduce blobbing and make infantry combat more intuitive and realistic.
The other changes may seem like a bit much, but honestly, I think if it was all brought together it would add a lot of depth to infantry combat but would also feel very intuitive. There would be a lot of bonuses to defensive combat, but a number to offensive as well (increased move speed, burst fire HMG etc). These changes are all aimed at improving the dynamic tactical depth of infantry combat. Thanks for reading.

26 Jun 2014, 18:57 PM
#2
avatar of Thunderhun

Posts: 1617

1 word: Reduce RNG, we don't need any drasticall changes.
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