Factions can afford to have gimmicky stuff for flavor, as long as basic utility is covered for elsewhere by other, reliable units.
When OKW had schreckblobs, they had the AT defence department covered. Raketens had the niche of being good at ambushing stuff, but were completely crap at anything else pre-buffs; they had a normal arc of fire and very crappy aiming times.
When schreckblobs got replaced by the current Volks, the raketenwerfer suddenly had to fill the void of covering for the entire AT department. The mistake so far is trying to rely on release-time raketens to fill a normal AT role. The resulting buffs to the Raketenwerfer made the thing despicable by everyone:
- People hate using that thing, because it's so completely unreliable. The squad formation (which we cannot further improve) and short range means it can get one-shot wiped by the tanks it is supposed to defend against (because its role is no longer ambushing stuff)
- People also hate having to fight vs raketens because stealth counters are generally absent in CoH2 (the only things that can detect stealth, allied-side are M3, M20 and UC; and guess what Raketenwerfer should protect OKW against...), and Raketenwerfer also has retreat which makes infantry flanks futile
Instead, OKW needs a normal AT gun that doesn't get wiped by tanks, but can be threatened by infantry to cover the AT department. If preserving raketenwerfer design is desirable for whatever reason, there are options to do so:
- Completely replace raketen with pak40 non-doc, and move raketenwerfer to, e.g., overwatch
- replicate current raketen design to soviet m42 gun (Soviets have a normal AT gun that gets the job done, and m42 could finally find a niche as a gimmick gun)
- Reconstruct raketen as a pak40 clone (i.e., worse reload, worse arc, no retreat, but 60 range and better accuracy) and only carry over the safe gimmicks (e.g., Soviet AT gun-grade camouflage and garrisoning). However, retreat needs to go.
Profile of Mr.Smith
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You have a great idea that improves the QoL aspects of the game? Please, drop your idea here:
https://www.coh2.org/topic/57860/some-qol-suggestions
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(Download the file, open it with your browser)
https://www.coh2.org/topic/57860/some-qol-suggestions
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Post History of Mr.Smith
Thread: AT weapons for OKW27 Dec 2017, 21:32 PM
In: COH2 Balance |
Thread: New Wehrmacht Jäger Infantry27 Dec 2017, 17:20 PM
Both Jaeger Infantry and Grenadiers have 0.91 RA. In: COH2 Gameplay |
Thread: December patchnotes + Bug report27 Dec 2017, 13:02 PM
Double click on rifle now select officers too, it's ok or already reported? It's the only way to make shared abilities show when selecting Captain/Lieutenant with riflemen squads. So, it's intended. In: Lobby |
Thread: OKW self-healing at vet426 Dec 2017, 20:10 PM
Vets are supposed to get sight at vet4 and heal at vet5. If they get healing anytime earlier than vet5, that's a bug; not a feature. In: COH2 Bugs |
Thread: New Wehrmacht Jäger Infantry25 Dec 2017, 15:11 PM
They're 5-men Grenadier squads, with Grenadier veterancy, except for: - 3 grenadier G43s (as opposed to 2) - Flares as opposed to Medkits at Vet1 - Passive healing at Vet2 - Smoke nade - Come with camo and G43 already upgraded In: COH2 Gameplay |
Thread: Garrison-dancing bug reproduction steps25 Dec 2017, 09:20 AM
Good find! I'll start looking into this a bit later, in january. Still, I could use a few nore reproduction scenarios, also ideally involving a single door, just in case 2 doors were already confusing squads pre-patch. In: COH2 Bugs |
Thread: new ISG is lol24 Dec 2017, 10:17 AM
So im pretty sure the LE.IG is bugged, it will use its High angle out of LOS firing mode when the target is in the FOW but when there is no intervening shot blockers in the way. This is the intended behaviour. The projectile of the leig has been changed to high angle to fix accuracy issues when there are imtervening shotblockes. There are three trajectory types in coh2 Low arc has issues with elevation (e.g. it can underahoot if firing from higher elevation) lowest non collide arc derps pretty bad if there are buildings between the attacker and the target high angle is always very reliable, but causes the projectile to hace longer travelling times when firing at near range We used high projectile for all units that high angle would look natural (e.g. pack howie/leig) Then we used low angle for attacks that should absolutely never shoot over obstacles for balance reasons (e.g. avre/sturmtiger) Then we used lowest non collide angle for the rest. e.g. brummbar, scott, bulldozer, kv2 In: COH2 Gameplay |
Thread: December patchnotes + Bug report23 Dec 2017, 11:22 AM
OST halfracks hand brake doesnt seem to be working That's the same for all halftracks. Sometimes when a model drops the halftrack might decide to autorotate; other times not, though. In: Lobby |
Thread: December patchnotes + Bug report22 Dec 2017, 16:58 PM
A few veterancy issues, probably not all: We fixed #1 and #3. For #2 the intended leIG change is the smoke recharge rate, since smoke barrage already gets a range increase at vet3. Unfortunately, we didn't have a suitable locstring we could reference for the vet level ;( In: Lobby |
Thread: My thoughts about DBP and going forward22 Dec 2017, 16:01 PM
Every change needs to be argued for, at length, with on people that live in different timezones, whose main activity is not being available 24/7 and patch a game pro-bono. Moreover, in order for any change to be meaningful, there need to be provisions for doublechecking it got implemented correctly. I can tell you that this time, I didn't have the time to personally go over all 1500 files to do the Q&A properly. So, we had to partition the workload about who checks what, and introducing a change at the last minute means that we need to check another ~160 values that would have to be rechecked; at the last minute. Adjusting Veterancy values for OKW units sure sounds easy in theory. In practice that's another ~160 values I have to change manually using the Attribute Editor, and then manually double-check, again using the Attribute Editor. I haven't got the time for that.
Said TDs have 0 AI potential and can blow up with frontal shots from just about anything. Just use a Panther vs IS2s.
What do you want the Vet5 to do? The easy fix is cutting Vet4 in half and moving it to Vet5.
In theory nerfing crew size to 4 sounds like a good idea, since every other weapon has 4-men. In practice Maxim also suffers from the deathloop, and no amount of wishing-well thinking is ever going to fix that. So, we're just better off fixing Maxim's counters.
That's the first time I hear of this issue in the entirety of the DBP preview. While it was intended for the fix to also affect the Scott, I don't remember implementing this personally, and I definitely didn't have the time to doubleckeck every single vehicle that did do that.
There was never a defined scope. There was only an ever increasing number of units and abilities we were allowed to fix. In the end it's about priorities. The hatchet stopped short of putting all USF and OKW vehicles in tech. Every other no brainer change pales in comparison to that. In: Lobby |
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