General Information
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
Think this a role better suited for the dozer. Instead of Su-76/Brumbar role the Dozer becomes a mini KV-2 capable of direct combat or siege mod.
My Idea for the M7 HMC is act like a "Sniper" like the ISU 152. A safer, longer ranged unit. A (105) that can set up like a KV-2 very interesting, I like it.
There's one thing I would like to suggest which is a general redesign of light indirect fire. It's cancer. Moreso in team games but random mortar shells wiping squads are just too much for a competitive environment and this shit happens on a regular basis.
I would propose making mortars more responsive overall and changing them as follows (I'm only looking at non doc, so we can get that straight first. As was said before, one problem with the game in general was it's lack of coherent design decisions and the gap filling with commanders which has done a lot of damage to the balance (see doctrinal flamers, M10 vs Jackson etc.).
All Mortars should have their core function in effectively combating team weapons (forcing pack-ups, retreats and repositions) and softening garrisons/emplacements (but not outright hard-countering them). Further, all of them should have smoke.
OST and Soviet: Ost and Soviet both have a mortar in an early tier and rocket artillery in T4, but that's it.
Therefore I'd say these two mortars should have a "quick barrage" and a "long barrage", where the difference between two barrages is that the long one takes longer to get started, but overall has a way longer duration, like 8 shells or something, making it best suited for anti garrison and anti emplacement (softening them up!). The short barrage should be kept very responsive, since it will mainly be used to force team weapons away and thus it consists of about 4 accurate shells.
For flavour we have the vet abilities which can stay as is, I see no big deal here, except make that flare shell work properly please, since it's been bugged since forever.
The late game rocket artilleries on Ost and Sov should be heavy blob and emplacement/garrison killers, but they are not the main concern here so allow me to skip that part for now.
OKW is in a similar spot with ISG and Stuka, but their timing isn't as distinctively spread apart like for Ost/Sov. I don't know how to fix the ISG without making it UP/OP, so maybe give it slightly more AOE first to make it more consistent and appyly similar changes like for the Ost/Sov mortars.
USF are bloated with indirect fire and I would suggest giving the mortar only the quick barrage option and leave it at that, plus smoke obviously. The long barrage should go into the Pack howie, but apart from this distinction it's getting fuzzy, since there's still the Scott which could be/stay a long range squishy Stug-E type of unit?? This is a part in my proposal that could use some more work, but I can't think of anything good right now. Maybe making the Pack howie a doctrinal airdrop and replacing it's role with the Scott would be good like it was already suggested here.
UKF is also in a wird position, but you already have great ideas for it and I'd go with the little mortar pit that you drafted there. Maybe have the long barrage locked behind being inside the mortar pit and otherwise treat it like USF mortar? There are base howies for late game heavy artillery so I don't see much of a problem there.
That's all the factional indidrect fire units covered, but here's the most important change of them all which should be applied to ALL of them:
Nerf automatic firing! Either increase the delay between aiming and firing, increase scatter, decrease rate of fire, decrease auto-fire range or maybe all of that to preserve their role as anti team weapons and soft garrison/emplacement counters. As of now, they add inconsistency by wiping squads randomly and just increase the "explosive noise" on the battlefield.
I'd hope they'd be more micro heavy and thus more rewarding compared to their passive use, which isn't all that worse than microing them heavily as of now. This is my personal pet peeve with this game and I hope It's okay that I post my ideas here, but since this area of the game needs some major work IMHO, I thought it could be done in a mod and you asked for ideas, so there you go!
TL;DR
Make mortars fit their role (anti team weapon + soft garrison/emplacementcounter) more distinvtively and make them more rewarding to play with and against (by rewarding micro and punishing negligence), all by nerfing their auto-fire heavily and splitting the normal barrage in two distinct versions, each sercing a specific puprose each which have been mentioned above.
cheers!
I agree that mortars do need to looked over. Auto attacks need to be looked the most. So here are my thoughts for each faction.
Soviet Mortar is a bit more of a rare sight. Allowing it to be a bit more responsive is a good idea. Probably during a barrage action, I will probably increase the rate of fire in order it to allow to be more effective vs weapon teams and garrisons. Usually the Soviet Mortar when adjusted this should be standard when adjusting other mortars.
Ostheer Mortar. The auto attacks are very strong as we all know. A decrease to their rate of fire for the autos is quite necessary. It is my plan on moving the vickers to make a T0 MG an Ostheer thing only. So there is less need for a early lethal mortar.
OKW. With the Price reduction of the Lieg, I am not exactly sure the current state of the lieg. Though before it I do know that vs infantry it was not that strong. Maybe a further price reduction instead? I try to buff units since it maybe a power grab. With the additions of the Panzer Jaegers in the med truck, Manpower will be a bit thinner.
USF. Do not worry about the USF mortar. I am removing it. The pack Howitzer is coming out earlier and I am adding a smoke barrage to it. Additionally, for garrison clearing tools, I am making the flamer non doctrinal (requires weapon racks) and making a rifle grenade package for Rear Echelon like Miragefla's (requires grenades).
UKF. I am adding a mobile mortar. I am going to make adjustments to the advance emplacements to include my light mortar. For Infantry Sections, instead of the three "big" emplacements, that can build my light mortar pit, MG nests, and CoH1 Slit Trenches.
I don't think that OKW needs more accesable healing considering they already have sturmpioneers that may drop medical supplies for a fair price, for up to 3 squads. I'd rather have the cooldown on it reduced, and call it a day.
Currently, I do believe that strum pioneers are over taxed. I am including a AT option in the med HQ so the panzershreck option is less needed. I could play around with ability so it is a better on field healing option. The poll suggest that people want a T0 healing upgrade so I will probably bundle the Med HQ upgrades as result as well.
New role as defensive weapons. Work similar to current but get the "counter fire" ability similar to Ostheer mortar, but with extended range. So they are basically built as counter to enemy spamming indirect fire support weapons.
Offensive support comes from base howitzer. One has to unlock the gun to offer at first smoke rounds and then unlock explosive rounds.
With a counter barrage ability, it would be a bit overlapping with the doctrinal ability from advance emplacements, and for a howitzer barrage there is pyrotechnics package. For a smoke barrage, I could tie it in to hammer or anvil? Like in my previous mods, I am planning to move those two upgrades to T1.
OKW
Truck are set up without choosing there specialty, unlocking grenades/faust/hmg/RW.
(one should actually allow OKW to either be built as normal base building or invest heavily in forward bases with expensive upgrade providing armor/HP, even work a bit like cashes. That could give to the player to use the faction in its original design of aggressive play)
Like in my previous mods, I am going to add an initial research a T0.5 which will unlock the Raken, Mg34, Fausts, SWS (one is included). This will result players to have access to these items reasonably to allow less man spam play styles.
Why the HQs are pretty tanky enough, this idea has given me an idea on how to adjust Overwatch. Over watch would contribute a HQ style play.
Edit: I forgot one more thing, maybe an upgrade for the heavy Panzer HQ truck for the OKW to unlock it's gun? It's been suggested quiet a while now. Perhaps with it and my suggested unlock for the KT it would suffice as to allow the OKW to construct resource caches?
I can make the Flak HQ Gun locked to an upgrade. If I am going to add in cashes, then standard salvaging must go out. Through salvage can stay in. Instead of a standard cash why not a Opel Blitz as well, to make the faction more unique?
I also forgot if I've asked you this before but... Can you make your light artillery pit to be garrisonable similar to what Planet Smasher has done? So let's say you can garrison it with MGs and mortars, perhaps even a light AT gun and not just infantry units?
This is probably what I am going to do. I am going to move the Trench from Infantry sections to the royal engineers. That tench can use mortars as well. Infantry section do not really be able to build trenches seeing they can already build sand bags. My light mortar pit can not be garrison like mortars. You can add a mortar weapon to anything based on the visibility model but it stays at the bottom center of the unit. It just happens that the USF Fighting positions do not move and really low to the ground so it seems natural.
I have been thinking about USF, there teching, doctrines and everything. Here is my big pile of everything about everything USF Armor
Sherman (75)
This in my eyes is the best Medium armor in the game. The AP rounds are almost identical to the Cromwell, a very good gun. The HE rounds are extremely good vs infantry. Able to be upgraded to the pintel mount that is really good.
Sherman (76)
Only are marginally better vs Armor than the (75) while not being as effective vs infantry. This doctrinal unit allows the the (75) to be upgraded to a dozerblade to allow the (75) to take an additional hit is actually more powerful. Granted it does reduce mobility.
Jackson
An effective Tank Destroyer necessary to deal with Heavy Armor. Moving this to a doctrine is not a good idea since that doctrine and heavy cab would be considered only thing viable.
M10 'Wolverine'
I can tweak this unit to make it a good T2 TD to work similarly like a Puma, AEC, and SU76. This could be a good non doc unit.
Scott
I have said that this unit would receive a buff if it was in a doctrine. If it was in a doctrine it would come out earlier allowing to actually preform to its timing.
This would be a bit radical here is a propose rework and reorganizing of these units.
T2
Stuart, M10, M3, M15
T3
Sherman (76), Jackson
Armor
Bulldozer (105) replaced with Sherman (75) and Sherman (105). Both can be upgraded with dozerblades
M10 Replace with Withdraw and Refit
Mech (reworked)
Raid
-0CP
WC51
-1 CP, Comes loaded with assault engies
-WC51 can be upgraded to a command truck (exclusive)
unable to be loaded, gains the 155mm and mark target
-400 Manpower
Withdraw and refit
2cp
Combine Arms
-6CP
M8 Scott
-6CP
Tactical Support
M5 replaced with this?
M7 105 mm Howitzer Motor Carriage
This is different than the M7B1 Priest for this is a direct fire support unit and is historically accurate. Or at least accurate enough for CoH2. The unit should preform similarly of a combination of a SU 76 and the Brumbar. It has good anti-infantry while still able to damage medium tanks with at least direct hits.
The main gun is similar to the Brumbar except for the following.
-Range is increased to 55 from 40
-Unable to fire on the move
The MG damage is equal to the M20 to provide additional fire support
The armor is the same as the priest (60) but the health is increased to 400 from 320 for increase resilience.
Thank you for all the feed back. I do not have much time before I go to work so I will go a bit more depth later. Basically, I am going to make it so base non-doctrinal items are simply are available. For OKW, their late game vehicles have overlapping roles and can be hard to produce sometimes because the teching costs are tailored to bring out the King Tiger, the heavies Main Battle Tank thats is also non doctrinal. As long it is non doctrinal late game teching can be problematic. This is why I am going to replace the Sturm Tiger call in with the King Tiger. This will all the cost of teching to adjusted to allow it to be more appropriate. The Sturm Tiger is just a horrbile unit design so I will be removing it from the game. The AVRE will transford into a unit like the Brumbar.
The JagPanzer stats are ajusted to act like more an SU 85 rather than a Stug
The OKW Panzer 4 is adjusted to be a short barrel that is relativity on par to a t34/76 on a 1v1. Able to fight each other while both are good vs infantry.
The panther will require all three HQs built and will be called in like the King Tiger
Flak HQ cost is reduced to around 70 so the mediums will come out with the same relative fuel timing.
Rakenwerfers were designed to be a deterrent to support volks shrecks. The Puma is a pretty effective tank hunter so I am adding PanzerJaegers (4 man squad with two panzershreck) to Med HQ to allow an effective anti tank unit through this tech path.
Swapping the Jackson and M10 is not a good idea for the extra armor pen is needed against Panthers and have a reasonable tank destroyer vs doctrinal heavies so USF is not constrained to either armor or heavy cav.
Oh hay, me too.
Would you be interested in trying 1man officer squads that can be merged into riflemen? There's a lot of ways that sort of thing could go, so I'm interested in how radical you're trying to get with this.
Already done. Also adds the smoke grenade. Able to merge with riflemen and RE.
And this all the time I had before I go to work, so I will answer the rest/additional questions I can.
While most areas I do have adjusted, but now there are some areas that I would like some ideas on how to adjust it.
Teching for OKW and USF in the live game is poorly designed. While I have adjusted the OKW teching to my liking. USF teching is a bit stumping to me. The problem with both is the fact there are only two levels of teching to reach the final tier. The items in their respective tiers either arrive too late or too early. In my mod I am working on I am satisfied with OKW just not USF. Here are my suggestions.
Add a tier to major
This way M10s and Scotts can arrive properly however, non doctrinal this a quite limited option pool.
OKW healing
With self healing nerfed to vet 4 and must going to an entire tier for a basic necessity this must be changed.
UKF, indirect fire and smoke
UKF mortar pit provides either complete dominance vs garrison and weapons teams or if it is out of range, they have really no effective way on removing weapon teams or dealing with garrsions. I had my ideas in the past and others had their ideas as well. What should it be?
THQ was Relic's publisher until 2013, the game got released after almost an year under SEGA.
And honestly, I'll risk sounding like an asshole but I just need to say this, I have a lot of respect for you as a modder, but I see that as a person you're probably younger than me and have never played the first CoH.
And that's the problem, most of you come from DOTA and LoL's competitive background, and that's why SEGA changed Relic's direction towards CoH2 and DoW3 and that's why we have these shitty balance changes.
As others have mentioned, the game was more balanced between the Ostheer and Soviets in the beginning, what changed was Relic's new direction towards competitive and ESL with the release of the WFA and trying to implement gimmicky asymmetrical balance for some stupid reason, so it's not just the bugger amount of Armies needed be balanced.
I've said it before and I'll say it again, CoH and CoH 2 were made for fun, tactical, semi realistic, fun. They were never meant to be competitive StarCraft type games, and never will be. Continuing to balance CoH 2, DoW 3 and any future games in this direction will lead to their ultimate bankruptcy because whatever they do, they will not be able to cater to the MOBA fan base.
https://en.wikipedia.org/wiki/THQ
Yes I was wrong, however in this day and age it is hard to tell what problems originated from the developer and what was mandated by the publisher.
According to the wiki page, Sega acquired Relic/THQ Canada on January 22, 2013. The release date of Company of Heroes 2 was June 25, 2013. So this is largely THQ oversight rather than Sega.
I understand that some people kids but I can say I am not. I do have a youtube channel which you can see my actual face. https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
For my background, I mostly play all sorts of games. Age of Empires, Civilization, Wargame/SD, Heroes and Generals, FTL, Railroad Tycoon 2 etc. While I did play League for a time, I just got fed up with imbalances. The fact I can mod and balance CoH2 while not being super complex to mod. This way I can balance the game or at least as I see fit. Do not worry, I am developing a mod now to focus on trying to fix teching, basic tools, and of course, doctrines.
2) Targeting of base sector: This doesn't seem to got a change. As we left it was still possible to target base sector with some offmap abilities. Lolbomb was only one example for this. Does this got changed? If not please do it for all offmap artillery/plane abilities.
3) Binding tank call-ins to tier: We always thought either adapt fuel income across all maps and gamemodes or bind all call-ins to tech. this way the don't come too early in 1vs1 and not too late in all other gamemodes. Looking at the list of units that got adresses I do think that still not all units got adressed. The Sherman Dozer springs to my mind for example, which is curious because the M10 in the same commander got adressed. I would say do this for all tanks off all factions with the exception of the super heavies (I do think that it is a good thing that they do come later in big game modes)
I do believe all off maps now are now unable to target base sector. There have might been a couple oversights.
All mediums are now tailored to tech since they benefit the most from the call in meta. Initials and lights are not since their command points are appropriate. Heavy's are not but they usually are tailored to in game performance from all players before they are called in.