Sander's changes would probably solve (at least) 90% of the current gripes that affect the balance and improve the overall fun factor while making every faction more enjoyable and rewarding to play.
However these changes present an opportunity for some alternative solutions.
Indirect fire cooldown vet bonus removal
Would it be worth looking at adding a new vet ability like "Extra munitions"? Since there are a lot of howizer doctrines with only a few tools to utilize munition float on I think it would be an interesting change to make it possible for players to exchange munitions for faster barrages making on-map arty work like off-map clicks. The players would still be able to use the free barrages if they don't want to sacrifice their munitions but then again players who decide to invest their munitions to barrages would get more bang for their buck on their initial investment before the howi gets one-clicked.
AEC tread break
Nowadays brits have several snares and temporary stuns. The AEC tread break is a relic of a bygone era when this was not the case and currently its one of the most punishing snares especially after vet 1. It feels kinda ridiculous that a light vehicle is able to completely cripple a full health Heavy tank or Heavy tank destroyer from such a long range. The combination of smoke, speed and the range of the tread shot make it an unreasonably high threat to late game armor. Is it possible to add a health threshold for the cripple or make it less punishing for Heavies. (I don't think it is intended/good design for an AEC to be able to present such a significant threat to end game armor but maybe its just me)
Rapid conscription / relief infantry
I like the idea of trading munitions to recover manpower from losses but would it be overpowered if the ability still provided Prostruppen/Conscripts if full squads were wiped during the activation of this ability? I don't think it would cause big issues since it would be an extremely bad trade to sacrifice vetted up and upgraded squads to get fresh replacements at later stages of the game. The replacement squads would still make it easier to recover from all in pushes and to regain map control more quickly for example while preserving the original characteristics of the abilities.
Profile of SweetrollNearTheDoor
Game Name: SweetrollWerfingNearTheDoor
Game Name: SweetrollWerfingNearTheDoor
Post History of SweetrollNearTheDoor
Thread: Sander's personal balance changes6 Jul 2020, 13:58 PM
In: COH2 Balance
Thread: Fix walking stuka 0 damage hits5 Jul 2020, 13:18 PM
5 Jul 2020, 10:31 AMMr. Someguy
The reality is often disappointing
Anyhow - the elephant in the room is still the fact that one particular rocket artillery is extremely unreliable on direct hits and the issue should be fixed. I know there are other pressing matters such as "hotfixing" the infrared HT with 2 popcap adjustment after burying the unit in a shallow grave in the previous patch but the Stuka issue should not be ignored.
Thread: Fix walking stuka 0 damage hits5 Jul 2020, 10:08 AM
5 Jul 2020, 09:22 AMFire and Terror
This is due to the problem that the rockets have 0 pen, so they practically bounce if it is a direct hit. But if they dont hit drectly its AOE actaully deals more dmg since it ignores penetration .
Oh so that's what causes it
So in theory - since shocks still have body armor, right - is it possible for a shock squad to bounce a direct stuka rocket hit ?
If the pen valua change would be the fix I'm all for it especially when it affects such a mainstream and vital unit - there is no justification for a unit to randomly be able to kill even Priests or Sextons and sometimes fail to kill an Ambo ona direct hit. Improving consistency would be a good change for both sides.
Thread: Fix walking stuka 0 damage hits5 Jul 2020, 08:11 AM
I think most people have seen or experienced the following scenario:
You or your opponent lands a perfect hit on a Katy for example with a walking stuka barrage.
Then one of 2 things will happen:
It either gets yeeted into oblivion or the bullseye pinpoint rocket hit does 0 damage meaning you wasted a barrage that should have been deadly and rewarded the players good accuracy.
Since OKW seems to be not in a very good spot right now (tm) at least fix this inconsistency/unpredictability with stuka rocket damage that has no reason to exist. It is especially frustrating when the Stuka is such a large investment for OKW and it is often required to counter allied rocket artillery or retreat points.
Big brain fix suggestions: Either normalize the rocket damage so it does reliable damage like other rocket arty / indirect fire or remove the Stuka entirely and be done with the problem while improving the historically accurate balance
Thread: Faust bug still NOT fixed3 Jul 2020, 09:23 AM
2 Jul 2020, 19:56 PMBaba
Thank you for the highlight and the improvements made to enhance the historical accuracy of that scenario
First there were trees eating stuka rockets and now bushes sending fausts to 7th dimension - where will it end.
Thread: Faust bug still NOT fixed2 Jul 2020, 17:56 PM
2 Jul 2020, 17:42 PMHannibal
I have no time to watch the replay right now, but I think it would be good to say at which time the bugged occurred so balance team does not have to watch the whole match and can focus on the bug.
You were one click away from finding that out in the replay description
Serious answer: in the first few minutes of the match on the left side fuel when the first UC arrives
Thread: Faust bug still NOT fixed2 Jul 2020, 17:15 PM
In other news the floor is made out of floor
Replay to the intended feature below:
Educated guesses that caused it:
1. Mortar smoke - not a likely culprit since the barrage had cleared off already.
2. The yellow cover bush - most of my faust misses before and after the "fixes" have almost exclusively happened around shrubs, bushes or other similar vegetation. Could there be a problem with a few specific map assets that cause this bug to occur? (If so can we add more of these assets to maps )
Thread: Didn't need it anyway2 Jul 2020, 17:05 PM
Faust bug occurs right at the start of the game on the left side fuel when the Universal Carrier arrives.
Thread: I give up27 Jun 2020, 10:29 AM
2v2 claims another victim
Thread: Sturmtiger vs AVRE - in a very good spot right now?22 Jun 2020, 16:32 PM
22 Jun 2020, 16:20 PMLatch
The changelog is very clear why the Sturmtigers oneshot potential was neutered - if need be refer to the initial post or the actual changelog if you want to fact check it. Synergy was never among the reasons behind the ST nerf for some weird reason.
My argument is based on facts gathered from the changelog and my easily observations that any player that owns the game can replicate. Feel free to prove them wrong but currently people seem to disagree with the current status quo where the AVRE is significantly better than the ST
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