Shreks have a much too short reload time IMO, accuracy at range could also be decreased. That would discourage charging with blobs, for high DPS even vs fleeing tanks. I like the high aplha damage with good pen.
Bazookas could be improved a bit, a bit cheaper would go quite some way, maybe a bit higer pen.
AT guns seem ok to me, raketen aint great but good enough. |
Hi, I have been watching a lot of replays and casts, used to play COH a lot but never played COH2 still believe I can see where some of the balance issues lie and here are a few suggestions. First a few quick suggestions, then the main one regarding soviets.
For Volksgrens Increase loading times for pshreks and scatter at misses, this would reduce the blobbing dps vs tanks. If possible Pgrens should keep the current shreks.
For US reduce AOE Damage for Scott to wound more and wipe less it is a bit over the top right now, other explosives seems more fine to me, cause they can be dodged, avoided in a better way, than a vehicle firing quickly on the move. Buff 50 Cal a bit, wouldnt mind some higher Pen, to make it useful va light vehicles in general.
Wehr seems fine to me, maybe MG42 could get a small buff, thinking damage, iconic weapons and should be useful in lategame too.
For Soviets I am thinking that they are a bit weak later in the game with the exception of call ins, it is not that the vehicles need a big buff themselves, rather I a thinking a system where nondoctrinal units gets cheaper as the game progresses. One way to do this would be to decrease costs for units with a precentage for each building built. Another option would be upgrades for less upkeep, but that would help with doctrinals too, and rather givethe chance to quickly call in another tank after the first gets destroyed.
By reducing costs for normal units by a percentage for each Tierbuilding constructed, units even weak ones, stay useful in the late game and promotes attacking while reinforcing with new ways after wave, instead of focusing on unit preservation in the high degree some other factions do. I like this idea couse it promotes play more similar to Soviet strategy and tactica in real WW2. Larger reduction the more tiers would give a reason to build more than two tiers in longer games.
Either I was thinking just reducing Conscripts in cost for each building built, but then I thought we should reduce t34s as well, well, this would give a stale situation where those two units would become too useful compared to others. I can not see any big problem with reduced costs for all nondocs units for each building built. The exception is snipers who would be too strong.... So maybe no reduction for those.
What are your thoughts on this, especially the soviet idea, I think that would make all nondoc units useful, not by being individually strong but rather many and usuful offesively, doctrinal unita cam then be used more like a spice.
Any nondoctrinal Soviet units you think would become too strong if cheaper in lategame?
What about something similar too USF, maybe supply depots like in vCoH? |
I think they should be cuttable, but then leaving behind the tank traps when the wirepart is cut. Maybe take longer to cut than normal wire as well. |
Dont think they shoulld recieve a health buff, because IMO they ar not supposed to slug it out tank versus heavy tank. For balance I think the m10 could use some higher penetration, so it is able to consistently penetrate if flanking tanks. For m36 it seems quite good to me, wouldnt mind some better acceleration like people mention, to keep it responsive. A bit higher pen or maybe even range to make it a good sniper could be fun to try out. |
I think the AA in the game is % based on each shot, somebody mentioned 5% to down a plane each shot, makes sense with MG being so effective compared to Flak. if possible give planes health and armour like any other vehicle. |
Poll time:
Should guards go back to singleplayer upgrade system of no special weapons when spawning, mutually exclusive PTRS and DP-28? Performance of both upgrades would be improved in exchange.
Should penals be allowed to use flamer on the move now that their speciality of their flamer not being able to blow up is no longer that valuable?
Should 221/222 have 40hp more but cost slightly more, to stop two atnades/one soviet mine from destroying it outright?
Easy Eight currently completely lacks the scatter penalty while moving other tanks have. But should they get something in return for this oversight being fixed and if yes what?
Should volks get less received accuracy from veterancy in exchange for some damage output veterancy?
Should fallschirms have 2x fg42 2xkar98k on spawn, and have to buy the remaining two for 45-60 muni? They could get hold fire and a slight reduction in mp cost in exchange.
Like others say think it would make PTRS very rare compared tp DP-28, but with the right tweaks it could work, also important not to make the initial rifles too good, dont want them to fully replace conscripts.
Yes!
Sounds like a good change.
Should be fixed of course to same level as other shermans, not sure what they would get in return, maybe dont need anything.
Absolutely, but no damagebuff on Shreks.
I like the FG42 as the iconic weapon for fallshirmsjager it was in real life, too much overlap with other units giving them kars. Why not make them only spawnable in visible buildings?
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Really like the changes so far, though to though some degree I agree that it might be messy if too many balance changes are coming at the same time, without any testing. Realy liking all the bugfixes!
Regarding criticals I think that the system you proposed where tanks cant survive below 0% health, except abandoned, is necessary and good.
Would be nice to keep some criticals in the game, even those from the beta, someone lentioned in another thread, with crewmembers injured. Not sure how much can be patched but for example:
When below 25% health or even lower, maybe as low as 10%, there is a risk for, immobilized, main gun destroyed, and maybe some other crippling critical, this is a low percentage so there should be some risk with driving forward with a heavy and then blitzing away with low health.
I also think there should a chance of be criticals for all penetrating shots, maybe below 50% health, of course these criticals are far from as severe as those above, and also temporary I am thinking: crew shocked, stunned for a very short time, gunner injured, cant shoot for a some seconds, loader injured, decreased RoF until repaired, not that much slower, driver injured, immobilized forsome seconds, can still rotate turret and shot etc. Different vehicles have different crew so that would have to be taken care of. I am thinking amall percentages with not that much danger, but still dangerous to drive in a tank alone, unsupported, in case some crewmember becomes injured |
What if for each call in of a tank the next time you use it cost is increased by a percentage. Maybe only for the big heavy beasts, the next time you call it in say it costs 25% extra, and the next time after that, 25% added to that amount. That would show their rarity, afford unit preservation and avoid spam in team games. |