Penals Adjustment
Currently, Penals are extremely situational and don't scale very well into late-game. While they are effective against infantry in cover and especially strong against garrisoned infantry, they need to close in to be effective, causing them to drop models, losing DPS and creating MP bleed.
In this adjustment, I suggest improving their firepower at near, mid and long range by 1.5%, 50%, and 108%, respectively. To reduce the bleed of veteran squads, their received accuracy buff at Vet 3 is also improved. Finally, their cost is adjusted to compensate for their improved performance.
Now, Penals fulfill a medium-to-long range fire support role. They will be able to best any early-game Axis infantry, and can keep up with them in late-game via upgrades and veterancy. However, they are much more fragile than their counterparts, making them a glass-cannon infantry unit. They synergize better with Conscripts—Penals provide fire support from long range behind cover while Conscripts (possibly upgraded with PPsH-41 SMGs) flank with the help of Oorah! and can also act as a meat shield. Guards remain viable due to their ability to shut down light vehicle play and snare vehicles, while Shocks remain viable due to their durability and close-range prowess. Alternatively Penals can also take the place of Soviet elite infantry in commanders where there are none. They retain their bunker-busting capabilities via their Satchel ability.
Changelog
Penal Battalion
-Cost increased from 270MP to 300MP.
-Reinforce cost increased from 22MP to 27MP.
-Population increased from 7 to 8.
-SVT accuracy increased from 0.69/0.46/0.288 to 0.7/0.69/0.6.
-SVT DPS increased from 6.207/2.166/0.778 to 6.3/3.249/1.618
-Veterancy Rank 3 received accuracy buff decreased from -23% to -29%.
Feel free to try them out in the workshop. Feedback is welcome.
Edit: Is giving them 6 PPsH-41s for 90MU a viable replacement for their Flamer upgrade?
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Post History of Antemurale
Thread: Penals Adjustment1 Apr 2016, 12:07 PM
In: COH2 Gameplay |
Thread: Reinforcement Cost27 Feb 2016, 03:49 AM
Thanks, got it. |
Thread: Reinforcement Cost26 Feb 2016, 11:53 AM
How do you change this? I've looked under ebps cost_ext, and sbps squad_reinforce_ext, but so far have found nothing. Thanks in advance. |
Thread: 2 cm Flak AA emplacement buff23 Feb 2016, 13:07 PM
The damage it deals is fine, the issue it has mainly is getting decrewed by a single grenade. I support Sikko's proposal of making it unable to be abandoned. In: COH2 Balance |
Thread: FEBRUARY 25TH UPDATE - RELEASE NOTES20 Feb 2016, 01:59 AM
dps on the AEC's coaxial: That's about the DPS of two Grenadier LMG42s, no? In: COH2 Balance |
Thread: Beef's Beef: Soviet Infantry Woes8 Feb 2016, 02:42 AM
A buff to Penals SVT at range and giving them dual DP28s as an upgrade would make them the line-holding infantry that get wrecked out of cover (glass cannons), while Cons would flank. I would say this has better synergy with the rest of the Soviet lineup, since Cons have Hoorah and a doctrinal PPSH upgrade. Guards would still be viable for their ability to counter light vehicles and Button Vehicle with their DP28 upgrade. Currently testing this out in Attribute Editor. In: COH2 Balance |
Thread: Beef's Beef: Soviet Infantry Woes5 Feb 2016, 05:22 AM
Cons actually do get more DPS as they vet up, it's just that they don't scale like the other core infantry because they lack the firepower of upgraded units. Penals... dual flamer for 90 Muni? In: COH2 Balance |
Thread: Beef's Beef: Soviet Infantry Woes4 Feb 2016, 05:13 AM
I'm against the Conscript adjustment. I would rather see a lower reinforcement cost once they hit Vet 3 (20MP --> 15MP, same as Maxim) that would make them more expendable. Penals: agree. Long-ranged class cannons, leaves garrison clearing to Engineers. But instead of mobile firepower, I would give them a Dual DP upgrade, 75MU, same stats as Guards' version (but doesn't unlock Button Vehicle). This would leave flanking to more expendable Conscripts (especially with Hoorah! and 3x PPsH-41s). In: COH2 Balance |
Thread: Fortress Europe1 Feb 2016, 07:18 AM
One thing we're working on at the moment is a game mode that replaces Annihilation and Victory Points as our default game mode. Instead of three or more Victory Points to control on the map, every sector is valuable and slowly trickles in points for your team if you hold it. The first team to reach 1,000 points wins. However suffering casualties eats away at your team's points, so you'll need to balance the need to control the map with not losing too much manpower. If a team reaches 0 points from casualties, they lose. This makes bleeding your opponent dry a viable strategy, or at least a way to even the score if you fall behind in securing territory. Sounds a bit like the mechanics in Wargame: Red Dragon. Great work so far, anyways! Loving the sidescraping! |
Thread: Miragefla's December Balance Mod Additions9 Jan 2016, 10:46 AM
Odd question: If you give dedicated AA units both bonus damage and penetration verses aircraft, why not just reduce aircraft health? |
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