how about new 250 half truck
that can upgrade to mg 34 , mortar half truck or AT half truck, similar to V coh ?
https://companyofheroes.fandom.com/wiki/Light_AT_Halftrack
every upgrade would cost fuel and mp based on the path and add some more health
If that fits within their restrictions then I'd like that as a possibility. |
Emmm……normally,Ost build 251 need 10+40+20+30-20 (80)fuel,for OKW,it need 15+25+30-10 (60)fuel……no limit for Flamethrower 251 will too OP……and I also want same unit will different for Ost and OKW
A flamer that arrives a minute earlier is a bad idea. I'd like to see the IR HT reworked but don't think this is it. Since OKW can't build caches, something that increases resources and maybe locks down areas would be good. Even something similar to an ambulance would be okay. |
You're completely ignoring the core problem here, which is that every weapon that is great versus blobs is also going to be (too) great versus a single unit. Demos were nerfed not because of their effectiveness versus blubs, but because they were a cancer to single units, getting wiped all over the map. Same goes for the Sturmtiger, AVRE, etc.
It simply isn't possible to give a weapon high destructible power to punish blobs without also making them overpowered against single units.
The only thing (imo) that could be done to decrease the effectiveness of blobs is either giving units a Received Accuracy penalty based on how many squads are in close proximity, or to enlarge the effects of Incremental Accuracy on the weapon, so they become noticeably more effective the more squads there are in their firing cone. Only with smart mechanics like this, weapons can be made effective against a blob without making them too powerful in single unit engagements.
But that's something for a CoH3, because CoH2 is too far gone at this point (as in, no more major changes allowed by Relic), it would take a hell of a lot of trying and testing, and I'm not sure if the engine could even support it.
Couldn't the balance team just fix the Maxim so that it is only a little worse than the MG42? Seems like it would be a lot simpler. Also, remember the OP plays a lot of Soviet so OP has to either get a doctrinal DSHK or wait for a Katy, assuming that they haven't lost before the Katy arrives. |
i feel like soviet healing is not adding up to be honest its very expensive in manpower often resulting in map loss, and isnt very great either
I would suggest increasing the medics from 3 to 4-5 to make up for the larger sqads
The problem snowballs in 2v2's, especially if your teammate decides that they are going to use your healing. It can be really annoying to see your teammate camped in your base waiting for his squads to heal while losing the map. I run into the same problem playing OKW so this isn't unique to Soviets. |
In 1v1 Everybody seems to be giving up on penals myself included 
The few top 50 Soviets I've seen in 4v4 in the last couple of weeks all went cons. Most started with four, one of them started with three but got a second engineer and put a flamer on it. I don't remember most of them getting maxims out of T2. It seemed like it was usually just an ATG if needed and try to get a T70 as fast as possible.
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?? Both katyusha and calliope are good at killing blobs
On some maps, even the walking Stuka is good. One of my friends got 41 kills on his first strike on Essen. Blobbing was severely reduced after that.
I think the OP was frustrated because Soviets don't have great counters before the Katy. The Maxim buff didn't go far enough. |
Pereat, three questions,
which faction do you play?
which gamemode? 1v1? 2v2? 3v3? 4v4?
which faction´s blob is most annoying?
You can see the answers to the first two questions by checking his player card. He plays a lot of Soviet and UKF. I'd bet his answer to the third question is OKW with Panzerfusiliers. PGrens can be difficult also because of their grenades. |
Some of the game balance changes have been made with blobing in mind. Could the issue be tackled not by changing unit stats but by adding diminishing-returns on combining groups of the same unit.
My proposition is if possible add an individual aura to each squad (similar to officers, command tanks etc.) that for example give -2% accuracy if there are two units of the same type with overlapping auras, -10% accuracy if there are 3 units of the same type in relatively close proximity and so on.. That would at least help with a-move blobs and encourage combined arms.
People have suggested that several times and it didn't go anywhere. I think it would be difficult to program and likely to be bugged if they tried it. The best solution to it would be to improve the couple of underperforming MG's so they worked okay on blobs. Specifically, the Maxim needs something. |
I dont think so... if the replay doesnt work anymore that means the script is irreversible broken. A replay works like this basically: The AI replays the match with the exact same script and RNG rolls from the original match.
If a patch has introduced something more than mini changes, then there is nothing you can do to repair the script and the AI will do bullshit that did not happen in the real match.
Thanks, that explains why I was seeing such crazy stuff. I think all of my old replays aren't working after the last patch. Guess its time to clean up my hard drive. |
Is that using the new price of the Captain and Lt? Also, shouldn't you add in the cost of grenades and possibly weapon racks for USF also?
The Captain and LT still seem too cheap in terms of manpower and too expensive in terms of fuel. I haven't played 1v1's in years so maybe there is a reason for the prices being the way they are.
Cons seem overpriced, especially when cons have to buy both types of grenades and pay a muni cost for each squad to go to 7 models. The Maxim would need a buff to its arc and suppression to be worth 260. That said, I'm not sure how they could change these without making the T70 arrive earlier.
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