I have a question I didn't check. Does AI minefield from werh suppress?
No, it doesn´t. It would be pretty useless if it does though. One single S-Mine doesn't do that much damage, so it's dependant on the fact, that the squad will carry on moving throw it, thus taking more damage. If it would deal suppression, the squad would stop moving and you would have more than enough time to retreat/move out of the S-Mine field and thus rendering it almost useless.
The performance of the maxim is fine in the mod. It suppresses well and deals good damage. So no change needed here. On the other hand, the vet 1 ability has a problem. In all my mod games I never had the need for it. First, it's not really clear what it does exactly, and when you don't have an immediate visual result.
The problem with this ability is, to effectively use it, you have to activate it preemptively. But why do it, if the maxim already suppresses fast enough?
The use mid-combat is also not viable because there is the reload. And with the relatively small arc, the hostile squad is either already suppressed or will get out of the firing arc before the crew has finished reloading.
To sum it up, this ability only works if the maxim is shitty, but now that the maxim is actual good, it's of no use. Maybe it's time to go back to the old sprint ability. Or buff this ability to the point where it's almost an instant pin (don't know if that's really desirable).
Another idea would be, to let the maxim start with 4 men and unlock the 6 men at vet 1.
Either way, the maxim is fine, only the ability needs some work.
It's nice to see that something is happening again. Although I don't really understand relics choice. For example, repair speed differences between factions is a major factor in team games as well as 1vs1. Why that was untouched together with caches is a big question mark for me.
I really hope relic would allow a monthly (or 2 months) patch cycle, there we could focus on smaller parts and correct mistakes faster. Not this gigantic patches every half year.
But to stop complaining, every sign of relic to further support CoH2 is more than welcome.
After thinking a bit more about my precious Field Offizier lets try a different approach. Instead of giving him more or different abilities that is to say reworking him, let's see if simply buffing his abilities into usefulness is enough. (It's also more likely that relic would accept such an approach, but that's just a bonus)
The main offender here is, of course, his Coordinated Fire ability. Second but close is his aura buff. I already stated in an earlier post why these abilities are so bad, so I won't do what again. Instead, I want to focus on ideas of improving them.
This ability will always be really situational, there is nothing that can be done about it. But at least it should be really powerfull. So lift the range requirements from artillery pieces. They should immediately fire their shells/rockets at the targeted area, no matter where they are. Then to not spread the shells/rockets over half the map, make the accuracy independent from the range. You should always get the same accuracy, no matter where the mortars/Panzerwerfers are.
If that's not possible due to modding restrictions, increase the number of shells fired to turn the ability into an area denial weapon. Panzerwerfers should fire 2-3 barrages. That way even with insane scatter they ability would have some use.
Although Accuracy is fine, it's not really helpful, so either add or replace it with received accuracy or the damage reduction from command p4. Aura already scales with vet, so why not implement a 10% damage reduction at vet 0 and 20% at vet 3?
If that proves to be problematic and too easy to blob change it from an aura into a targeted ability which can be cast on a single squad. Of course, the values need to be buffed in this case.
As I said before the new Panzergrenadier abilities are not that good. So after some research, I have some suggestions. If we look at the intended historical use of Panzergrenadiers it wasn't the combat with actual tanks, rather with Halftracks. So as the Halftrack 251 is in the same tier as the Panzergrenadiers I suggest giving them some synergy in form of cool abilities that make the use of Panzergrenadiers different from Grens. Here my suggestions:
First, change the Panzer Support Tactics into a passive ability, but it should only work with Light vehicles such as 222, 251, 250.
With making it passive it reduces the micro cost and sets the general direction in how to use panzergrens. As far as I know, scatter doesn't apply to the Halftrack so change it for some useful stuff.
This aura should start from vet 0 but become more and more powerful with vet.
-Vet 1 could be that Panzergrens can throw grenades while in the halftrack. (If the bundlenade proofs to be too powerful change it into a normal Stielhandgranate)
-Vet 2 could unlock a suppressive fire ability for the halftrack, similar to Bren UC. Only available while Pgrens are on board of the Halftrack, or if that's too difficult in Aura range.
-Vet 3 finally unlocks the effect of this Aura for all Tanks. (Maybe too good, so either reduce the effect on tanks or just give the sight bonus to pgrens) I also thought about letting them fire out of the 251, but I don't know if that's even possible. Second, it would look kinda weird and third would be very situational because once pgrens get to vet 3, Halftracks are most likely not around anymore.
With that Aura Panzergrens create a new way that supports aggressive Ostheer play and make underused units more attractive, not throw raw stat buffs but with cool abilities.
The other new ability Mark Target could stay as behind vet 1. Only some small improvements could be made. The lack of a visual indicator is more confusing than it helps. I often have to check twice to be sure, I used the ability because the effects are not really visible. The best solution would be to show the Indicator only for the Ostheer guy but if that's not possible change it so that everybody can see it.
The 3-second delay before the accuracy buff is also unreasonable. It's not such a huge difference (like 50% more damage) that it's necessary. Also, the cost is too high for what it offers. 15-20 mun is more than enough for the muni starving Ostheer faction.
Some other stuff:
I know there is an MG42 upgrade for the 250 halftrack. Is it possible, once Pgrens enter the 250 that it activates? Could be another cool part of the passive aura.
If the suppression ability is too strong Incendiary rounds is another option.
The 250 call in with Grens should change to Pgrens to fit the whole motorised infantry theme and make it more worthwhile.
I have yet to come up with anything for the artillery field ofizier that would not change him completely. Best thing so far was to give him STG or mp40 to turn him into a combat squad but that's not perfect either.
Something about Zeroing Artillery
Also keep in mind, that Zeroing Artillery at 300 mun is one of the most expensive abilities in the game. Yes, it can destroy an emplacement in one go, but it needs preparation, line of sight etc. In the same time, Zeroing arty is useless than not facing emplacement spam. It that way I would say its balanced.
But not fun, neither for the player on the receiving end or the player who activates it. One click counters shouldn't exist in my opinion, they create frustration and force players into certain counters. I would certainly favour a cheaper, faster and easier to pull of Zeroing Artillery in exchange for a reduction in emplacement damage, so what it can't kill them in one go anymore.
But when again we have to look at the baseline for this mod the EFA and all the Howitzers which can get one shot for much less effort and ammunition. Additionally, they are situational, cost more, are doctrinal and come out much later (closer to the time of their one click counters). As long as this is the case, Zeroing Artillery is fine.
From a design perspective, both abilities are bad. In my opinion, the modding team should rework the howitzers and remove the one click counters. Then the same should apply to Zeroing Artillery.
And what? It cannot kite but it can 2 shot a sherman. It has much more range than a M36. M36 and elefant have their own specificities but the same logic you apply to the M36 applies to those big cats.
It cant 2 shot a sherman anymore. They nerfed it.
And I have to agree with Viper. The Jackson shuts Ost T3 down completely. I just tested it ingame and you can wait almost 10 min before you see one miss. The P4 already has a hard time but now USF just needs to build one Jackson and it gets shut down completely. The Vet 2 +30% Accuracy buff just makes things worse. And I think that's the first problem you should tackle. Replacing it with a mobility buff to reinforce the mobile nature of the Jackson would help a lot.
I agree kind of with the Piv problem
BUT 1 stug penetrates very well a comet /persing; ISU and KV2 you don't see that often. Also panther is good vs them then.
Also fun fact: 1 Stug vs 1 Panther frontal longrange: Stug wins (when I tested it in the past)
In the mod the Stugs penetration was nerfed (Penetration from 200/185/170 to 200/150/140). So it cant crack a IS2 and even Comets and Pershing are kinda problematic. You really need the Panther now for this job.
Also the Stug no longer wins against a Panther. Its now the other way around, the Stug gets annihilated. THe Panther can kill it in 3 shots now. And due to the pen nerf about 50% of the shots bounce.
I am so tired of people complaining OKW just got nerfs. Some of you don't get it, how powerful the 60 fuel t4 is. Obers received a major buff (timing, vet 0 performance), Fallschirmjäger too (camoflage, cost, vet). Kubel start means you can get 3 Volks by the 2 min mark etc. If more would play the mod, a lot of this complaining would be unnecessary.
And for the rare ones who want to actually play the mod, add me on steam. We play almost daily some 2vs2 or 1vs1s so I can invite you the next time we search for players.
Major recon run: If you try to activate it, it seems to be a loiter (red circle), but in fact, its a recon run with one and at vet 1 two planes. Simply change the UI, same as the recon of the Airlanding Officier (Green line)
Force Reload Add force reload to clip based weapon systems like the Ostwind, AA HT, Centaur
On HMGs make it only clickable while set up
Artillery Field Officier 120mm barrage can be targeted at the base
Planes and AA There are some strafing runs/recon runs which are not destroyable. You never actually know if you can shoot the specific plane down or not. Either make everything destroyable or remove the minimap icons from the unkillable abilities.
Also, reintroduce the AA mode to specifically target Planes. Show the range of the unit on the minimap while in this mode, to make countering certain flight paths easier (Ressource drops).
Counter Fire German artillery vet 1. Show range on the minimap to make it less of trial and error. Maybe increase range on the mortar to make it more useful. Make it clearer how the ability interacts with the barrage cooldown.
Panzergrenadiere As cool as the new abilities sound, in all my games I could not find any use for them. They are hard to use, situational and the outcome is not impressing. Maybe give them sprint to help their positioning. Replace it with Mark Target if Schrecks are upgraded. Needs testing but could help them especially against Sowjets were they struggle a bit at the moment.
Tiger Ace I would prefer a normal Tiger over the Ace any day now. Best Idea I heard so far is, to remove the penalties and give it 5 vet ranks. Vet shouldn´t be raw buffs but like new OKW with unique abilities.
OKW Base Flak Just replace it with Ost Bunkers. Now it has more penetration, 360 protection. Base diving with something fragile is just not possible thus giving an unfair advantage.
EDIT: I forgot the OKW Officier. It's time he gets veterancy.