1. Why does the potency of the aura need to increase with veterancy? The potency of an aura de-facto increases over time already, as your army grows, anyway.
2. Why does the survivability of an already resilient aura unit also need to increase over time?
3. If an aura unit performs exactly the same as a combat unit and costs almost the same, where is the cost-benefit decision I need to make when I field my first Panther?
4. Aura stacking (i.e., auras affecting allied units) should not exist, but that's a separate issue.
FAQ
Q: I've never had/seen a Vet4/Vet5 Command Panther before in my life. What the hell is this post all about?
A:
- First of all, the bonuses become already too strong at Vet3.
- Secondly, it is rare, but it does happen.
- Finally, the frequency of how often something broken occurs is irrelevant. Wouldn't it be better design to cap the Veterancy of the CP at a reasonable level? (somewhere between Vet2 and Vet3). That way the CP would not break the few interesting games that it does.
For an actual high-tier match where the Vet-5 CP shows up, have a look at the following video (minute 30-ish on):
Q: But it takes aaaaages to vet the CP compared to a normal panther.
A: This is simply not true. The Veterancy requirements of the CP are only 15% more than a normal Panther. Moreover, the CP has the "Coordinated Fire" ability which (i) makes the target take 50% extra damage and (ii) costs only 35 munitions to activate. 50% extra damage is 50% extra veterancy. Your CP will catch up to your normal Panthers nicely.
Q: 4v4? Who cares?
A: I'm proposing a small change that will probably not really affect the smaller game modes as much (since achieving Vet2/3 is so difficult to begin with as you claim). This change will have a very big impact on a very popular gamemode that is played by the majority of the players. Is there a fundamental reason to reject the change?
Q: What are the veterancy bonuses of the Command Panther (CP)?
Aura
Vet0: +20 sight range, +10% speed, +10% ac/de-celeration
Vet2: +20% accuracy
Vet3: -20% reload
Vet4: +5 range
Vet5: Infantry affected too
(The Command Panther does not benefit from its own aura)
Unit
Vet1: Unlocks the 'Combat Blitz' ability (+40% speed, -50% received accuracy, +100% accuracy)
Vet2: +10% armour, +20% health, +10% weapon rotation speed
Vet3: -10% reload, +10% rotation speed, +10% ac/de-celeration
Q: What are the differences between a Command Panther and a normal Panther?
A: It depends on what your definition of a "normal Panther" is:
OST Panther
- Let's use this as the baseline (base stats + veterancy)
- Blitzkrieg: +15% speed, -25% received accuracy
OKW Vanilla Panther
- Improved MG DPS (I'm not a connoisseur. Probably around +30-50% MG DPS)
- Improved moving accuracy (+30% compared to OST Panther)
- Combat Blitz: +40% speed, -50% received accuracy, +100% accuracy
- Vet4 & Vet5
Command Panther
- Improved sight range (35 -> 55)
- Improved MG DPS (same as vanilla OKW Panther)
- Combat Blitz (same as OKW Panther)
- Offensive vet starts lagging behind at Vet2 & Vet3
- The Command Panthera also received the "Coordinated Fire" ability
Coordinated Fire (35 Munitions, 20 seconds duration)
- +50% damage on enemy target
- 1 minute cooldown
Compared to the OKW Panther, the CP loses the moving accuracy bonus, the Vet4/Vet5 bonuses and some offensive stats at Vet2 and Vet3.
Q: What are you on about? Command Panther bonuses look completely fine; Veterancy is fine.
A: Observe the bonuses at Vet4 and Vet5. At Vet4, vehicles will receive a +5 bonus to their range. At Vet5, even infantry will receive that bonus. This leads to the following amusing situations:
- Your infantry will start outranging enemy infantry
- All your units will be able to outsight any enemy unit, including dedicated scout units, e.g., Pathfinders (55 range vs 45 range)
- Volksgrenadiers will be able to outsight (55 vs 35) enemy tanks and fire Schrecks from the FoW (40 range with the buff). Tanks will no longer be able to kite Volksgrenadiers (40 vs 40).
- SU/USF/UKF dedicated TDs will lose the only benefit they have over Panthers, their range: (55 vs 60). Panthers will be able to outsight heavy TDs (55 vs 35) and kiting them will become impossible.
Now, let's assume the following (even though they might not be true):
- The Command Panther is completely fine at Vet0
- The Command Panther is completely broken at Vet5
This means that somewhere between Vet0 and Vet5 there is a veterancy transition that turns the CP from "a bit OP" to "rather broken". Again, why not cap CP veterancy at that point?
In my opinion:
The Command Panther does not have to reach Vet5 to be considered broken. It is already too strong at Vet3.
Q: Isn't Veterancy one of the defining mechanics in this game that rewards unit preservation? Why would you want to take this away? If somebody keeps their CP alive until Vet5, they should get some benefits. No?
A: We could redesign the Command Panther to still benefit from Veterancy. However, the power level of the CP should never reach or exceed the power level it achieves at Vet3. Therefore, we have the following options:
- Cap CP Veterancy at Vet2/Vet3
- Spread the Vet0-Vet2 bonuses between Vet0-Vet5
- Nerf the Aura/unit of the CP at Vet0 and make it regain those bonuses (up until the current Vet2) as it gains Veterancy
Now, which one would you choose?
Q: But isn't this a nerf to OKW?
A: This is a nerf to extreme-lategame of OKW, where other factions already have issues keeping up with it. This will not affect the early game of OKW, nor the mid-game nor the late-game in most modes.
Main Post
The OKW Command Panther ability is a bundle of three abilities:
- A conditional Mark Target ability (requires the Command Panther to be alive to activate)
- An combat panther that can self-spot (comes early and also requires no teching)
- A very powerful aura, that also scales with Veterancy
(All of this for 560 Manpower, 225 Fuel & 35 Munitions per ability pop)
Yes, the Mark Target ability is cheaper/way better than the Soviet equivalent, but that's fine. This cost-performance mismatch is not what makes the Command Panther truly broken.
It's the fact that if the Command Panther ever reaches Vet2 then it's gg, regardles of the gamemode. This is because:
- The command panther receives a significant boost to its survivability at Vet2
- The effects of the aura already start to become extremely powerful at Vet2
- This will inevitable snowball into the Command Panther achieving Vet3/Vet4/Vet5, where each of the aura effects is extremely OP in-and-of themselves (and they stack!)
Have a look at the unit veterancy & aura for the Command Panther here: https://www.coh2.org/guides/29892/the-company-of-heroes-2-veterancy-guide
The million-dollar question I have for everyone is:
"Why do the effects of the aura of the Command Panther have to increase with veterancy?"
- The effects of the aura already scale over time (more units fielded = more units that benefit from the aura)
- OKW extreme late-game would already be very powerful, even with a Vet0 Command Panther
- Is there a point in having such a deathswitch ("if you survive until minute 40:00 you win") so hardcoded into the game? Does it add any sort of strategic dimension?