Seriously, there is no reason that they shouldn't have them. US have absolutely no proper counters to an enemy sniper. The utility car is instantly destroyed (and snared) by panzerfausts and even then the AT gun destroys any light vehicle in 2 hits (regardless of armor skirts).
First of all, Pathfinders.
Second, the fact that M20 has counters doesn't mean USF doesn't have effective anti-sniper counters. It looks like the real problems aren't snipers, but inability to dodge anti-tank threats. Seeing as AT is far more prevalent than snipers, you're worrying about the wrong thing and fantasizing snipers as being the solution.
US have nothing but infantry units that they HAVE to make and these units are easily countered with MG squads.... you spent all your resources trying to kill a sniper.
Then maybe you should have engaged everything else? Ostheer has smaller squad sizes.
I don't understand why US never had snipers ported from COH1, there was a reason the US faction had a weapons support center, and that was to deal with MG's, mortars, and other snipers. Why would you leave MG's, mortars and snipers for OST, but then take them away from US? Diversify this game and give US proper units to counter so it comes down to gameplay and not blind luck.
I'd take the reason being that they were designed to fight against different factions in that game. That's like saying I don't understand why you don't speak French, since I do and so does everyone else in Quebec, so why not some guy from New York? How would cloning a unit to suit a particular person's gameplay style add to diversity as opposed to less diversity?
I don't see how USF having problems with snipers equate to a need to have sniper units themselves. Would USF snipers actually solve the problem you're having?
Lastly, if USF suffers so much from snipers, then why are they arguably the best faction to play in PvP?
End of the day, it sounds like just another L2P. |
Seeing as Racks are at Forward Assemblies, which themselves allow units to retreat to, they might as well just have Tommies and Sappiers have them as upgrade options in their unit panels instead. |
Several elements of CoH1's experience system was cool, but many more were not. Unsurprisingly this gave veteran players a bad taste so it's no wonder they're all over OP for it.
It sounds like OP just wants a similar diversification of veterancy among COH2 factions, it is only natural to look at past titles for inspiration. By now he's got the gist that we all hated it and don't want a clone copy...whether that's actually what he wanted is not clear, since the topic is assymetrical systems with a reference to the first game, not "make it like CoH1".
If you really want CoH2 to have a more diverse system, I say make the effects different.
For example, from the start the vast majority of CoH2 units simply unlocked an ability in vet1. Since then patches have removed some units' vet1 abilities since they sucked. Fewer units, especially OKW, unlocked more abilities in places like vet4.
There's a huge lack of consistency that used to exist, so it's that much harder to make design a system where one faction has a particular veterancy flavour. If, for example, Soviet units started at 5-men but all of their vet2 unlocked ability for a 6th, that would be cool. But then you have things like that would work in 1v1, but unlikely in 4v4, especially considering squadwipes.
If you want to "buy" XP, then the system should only be something like increasing XP rate. This would work for UKF since their unit design is largely small and expensive but tough; losing a vet3 Tommy would be pretty bad, but not as bad if you bought an upgrade that lets them vet a bit faster so new squads have an easier time catching up to Jerry and his vet5 Panzers.
USF's officer squads gain XP from nearby friendlies as well as themselves, though in exchange they weren't blob-centered support units like Axis officer squads. I liked Rear Echelon's 5th man unlock at vet2, I kind of want it to be applied to more USF squads, if not all.
On way to reduce blobbing is global effects, for example the OKW Sturm Offizier wouldn't boost units in proximity, but boost units in the entire map's friendly sectors. Under this effect you need not keep him close to your Volks because they already have the effects.
I'm also thinking of a "Kill Assist" modifier to XP, whereas a unit that indirectly contributes to damaging an enemy target gains some XP, this allows some units with lesser firepower and a greater utility role to gain XP without having to fight. Naturally weaker units would rely on this more than combat units for the majority of their XP gain. I don't know if the game can ever handle such individuation of information, though. |
In regards to Assault Guards, they should just be SMG Conscripts. Conscripts would provide more utility to the rest of your army by way of Merge, Oorah and AT grenade.
In regards to M-42, some ideas that might make it a more useful and viable unit:
- Can camouflage, like Rak43
- Fragmentation Round toggle, which increases anti-infantry but lowers rate of fire, ineffective against vehicles
- Tread Shot like AEC, or Critical Shot like UKF Sniper, or Fire Smoke Shell from Cromwell
- Canister Shot ability that instantly suppresses target infantry/ area, or Buttons target enemy vehicle
- Classic Target Weak Point ability, which stuns targeted vehicle if successfully hit; can be designed to fire like Tulips
In regards to Defensive Doctrine HQ idea, it should instead be a designation of a built bunker instead; it does not rely on ambient buildings, requires you to build a bunker first, and ideally a bunker that's not situated at the front and upgraded with MGs. Their relative durability against small arms but fragility against heavier fire, negates the apparent ease in converting bunkers. Only one can be designated at a time, but can be re-designated after cooldown without needing to destroy designated bunker.
In regards to Mechanized Groups, the two call-ins involve Grenadiers with LMGs and Panzergrenadiers without Panzerschrecks. The LMG Grenadier is fine because you're trading munitions and 250 halftrack for fuel; Panzergrenadiers I don't know, I actually think it might be more useful if it was LMG Grenadiers or Assault Grenadiers instead. Relic has removed all unit call-ins that gave veterancy, so this would be consistent with that ideal (at least until Relic change their mind later on); this applies to other ideas involving giving veterancy at spawn.
Regarding Elite Vehicle Crews, the SMG Thompson upgrade should include things like bonus to experience gain or defensive buffs like the mentioned faster repair speed, to be a bit more generalist in usefulness. At least Sturmpioniers get upgraded to minesweeper mostly for the bonus to repair speed.
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But aren't they like absolute shite in performance? |
If you have CoH 1 and you are not lazy - install it and listen to sounds of shots, specially artillery.
If you don't have CoH1 and/ or are smart, you can just search for any of the hundreds of CoH1 vids on YouTube.
As for the sound, I recall in the Close Combat games, some weapon sounds were differentiated by longer echo trains, perhaps one way to do this is to simply add a more distinctive effect on a specific weapon sound so that, despite hearing like same weapons, one can (easily) tell that one is a regular G43, and one is a sniper. |
I personally think SU-85's self spot should just become a vet1 unlock. At least then you got to either use T-70 or other units to scout, and once you vet up you don't need them anymore. In most cases I often use other units to scout because of the narrow sight cone, anyways.
Or just reduce the increased sight range max so it's not technically self-spot. |
I mean, they can't just ignore highly publicized lawsuits.
It creates a shitty work environment getting complaints and having to patch bugs and everything. At least, I'd assume.
People aren't just greedy assholes who care about money. They don't want stress either. And people with enough foresight know that they can't keep giving people shit and expect the money to flow in return.
If you hate entertainment companies or business in general pls go to the USSR
DICE might think its shit, but EA sure as hell doesn't.
Don't mistake the people making the money for people who's doing the real work for it. You honestly think Tim Cook thinks life's hard work when he's not the Chinese guy making iPhones for dimes in a factory?
EA and DICE don't think it's shit. They honestly don't care, either. If it makes money, they'll make and sell it. As far as they are concerned, Battlefront was a massive success: they even reached their ambitious goal of 13 million copies sold by March. That's incredible in so many ways. Thirteen million suckers, and only for 80 bucks!
As I said, the lesson is "This scheme works, so milk it even more." |
Maybe it can get an upgrade to repair nearby vehicles when out of combat, like the M3 halftrack from Ardennes Assault? It can be unlocked after building T3, and removes transport and/ or machine guns as a drawback.
It'd still be a light vehicle but can actually be of use when tanks are out. And like other repair abilities only vehicles not in combat get repaired when nearby. Very useful when no engineers are around, yet not so durable that a smart enemy would just try to headshot it worth some panzergrenadiers or a tank rush. By the time you've got tanks you'd want something to help them out besides engineers, which may be doing other things like taking points.
Only real problem is that Soviets have the most doctrinal choices for repairing vehicles.
As for ambulance being historical, that's nice but irrelevant due to the fact that HQ has medics, and it would encourage USF style blobbing.
Late-game camo unlock wouldn't be bad either, especially in that stage you'll have lots of AT that would easily wipe it out, and the camo could toggle off mobility and shooting, it would then be what it's named for: a scout car. I'd still take a T-70 over that, however, at least the latter has better armour, gun, speed and overall utility. |
Some further thoughts on the topic:
I like the idea of usng Ostheer bunkers, it's stragithforward and little hasslle and does not require some special new units. I'd make it doctrinal however, but also common, which would prove difficult without adding them to unused commanders. For example, Combine Tank Traps, Trenches and Hull down for the Defensive Doctrine, and let the repair bunker be a designation- you first have to build a bunker, then for something like 50-100 munitions, you can designate it instantly. It can be limited to one at a time, or just have the munitions cost limit its availability. It might need to be limited to only vanilla/ medic/ reinforce upgrade so that an HMG bunker won't stop units from trying to finish off your Panther.
While it's totally plausible to just add a repair station upgrade alongside, I don't like the idea of having Ostheer bunker having four upgrades, it makes the UI bar look crowded. A structure shouldn't have so many options, IMO.
As for Soviets, they have a rather large doctrinal choice of augmenting repair so I don't think they really need a buff. If thy do, I'd make the M3A1 scout car be able to upgrade. It gives it a late-game relevant role, yet a player needs to have built T1, and invest in the resources for it, and remains a light vehicle that can't take much damage. M5 halftrack already has like three roles- transport, reinforce, anti-infantry/suppress, plus it's in a tier you cannot skip unless you want to lose the match, so I think the M3A1 deserves it more.
The idea of augmenting repair in these schemes is that it's separate from the builder units- it is not like WFA or UKF where you merely buff engineers to repair faster, but other units are able to perform a similar job. That makes for asymmetrical balance and faction/ strategic diversity; Ostheer and Soviets aren't like OKW where you just spam repair guys and quickly repair heavy tanks.
As for reducing expansion armies' repair speed, there's the issue of balance consequences for all three due to the changes made to their vehicle units. I'd rather just boost two factions' repair capabilities (besides merely buffing stats, mind you) instead of nerfing three factions'; more can be done through the former, while people will just cry that their favourite faction got the nerf hammer once again. |