Opinion from my playtest with the British:
- Initial engagements feel better without T0 MGs which also affects the British, infantry play feels more dynamic and "natural" as ground is disputed by both sides and can end in either hands before being locked down by MGs.
- Would be nice for Infantry sections to get a "Medical" and "Artillery" officer when upgraded with their respective upgrades to further have a visual representation other than just the icon. Plus since it's now a passive ability it just doesn't make sense for a squad that look like ordinary riflemen to act as medics for example, this would "explain" it so to speak, I also think another mod did this but I can't remember which one. Minor cosmetical suggestion.
- Squad having fixed number of members and not being able to be bolstered makes more sense balance wise and nostalgically hits home, for me at least.
- Specifically for the Mortar, it's a nice addition to the British and allows for a more mobile force if the player decides to go that route, needs some more polish like a new icon and it's name should be "3-Inch Mortar team" instead of just 81mm Mortar, very minor cosmetical thing.
- Anvil and Hammer allow for a choice on behalf of the player, neither forcing or restricting the player into choosing to specialize in either for the rest of the game. I only have 2 suggestions for this, the first is if possible, it would be arguably more "realistic" and "unique" if you could switch between the 2 like the Ostheer can in the CoH: Eastern Front mod so the choice the player makes is inforced instead of having artificial side tech that allows for more units and abilities like the CoH2 Ostheer. My other suggestion being, some sort of mobile reinforcement point to "synchronize" with a mobile Army which the mortar also now supports as well being tied to Hammer. Basically it would be like this:
Anvil > Static defense (Forward Assembly and emplacements) and heavier but slow units ( ie Churchill).
Hammer > Mobile offense (with a mobile reinforcement point that can't provide infantry with weapons but perhaps can have a retreat point similar to the FA?) with quicker but less well armored or hard hitting units (Firefly is a good example of this, it's a glass cannon with a fairly good gun but paper Sherman Armor).
- The addition of the 25 pounder is very noslagic and spot on, I think you have nailed everything about this unit except for it's damage, I noticed a lot of shots landing near infantry but killing no models, it could be just me but that's just what I saw. My only suggestion for it is to give it more abilities like in CoH through the Artillery Doctrine, as in Creeping Barrage, Counter Battery, Overwatch if possible, same for the Sexton, plus as now the Valentine is put as a default unit for Hammer it just feels weird having the Sniper in there, it would make sense if it were a let's say "Canadian" squad but yeah...
That's about it to be honest, I had a lot of fun playing with the mod and I still think you did a really solid job with it, I was just so excited playing the Brits with a bit of a freshen up so to speak that I just wanted to share my feedback and opinions on my limited time with it.
And lastly, I would go as far as to say that in my honest opinion you should be part of the community balance team, if not for balance your "design" mindset is great and what this game really needs right now, you didn't even need to do a complete redesign of an Army in order to make it good again which just proves how very few changes in the right spots can make all of the difference, too bad they're considered as radical by most of the community but I guess that's just life for you...
P.S.
Just to further elaborate on my Anvil/Hammer suggestion, basically in Eastern Front the Ostheer can switch between it's Offensive and Support modes, paying one price the first time a choice is researched and a smaller price to switch to it at a later point. |
This is what I was thinking.
To my understanding Im pretty sure they were looking into F2P just around the time of WFA and that there was a build that was also circulating in 2014 with ofc the battlemap and multiplayer campaign map.
OR maybe coh3 will be f2p and the'll tout it as "this is the next step for the RTS model".
Because that worked so well with C&C Generals 2. |
I actually suggested this idea both in the UKF Alpha forums a long time ago and then here but it wasn't really popular at the time sadly.
The only problems are that as many people said the models and animations, I don't know what Steel Division is using but the real Universal Mortar Carrier was a longer modified Australian one, the one in game is the original one, plus there is no proper animation for the 3 inch mortar outside of the mortar pit, it's basically "glued" to the emplacement, and whatever mortar you put inside it will look really weird because of the clipping issue but it might be functional and practical, if of course possible. |
I'll bet on coh3 announcement, anything coh2 related will no longer bring rain of money.
For once I agree with you, but I can assure you I'll throw money at Relic if they expand the workshop and do an Italian/Eastern Front for CoH, an Italian front expansion was planned but they scrapped it in favor of CoH Online which was a huge waste if you ask me and Eastern Front is already all made, since as you said, they won't be getting anymore money from CoH2, might as well go back to something that they might get something out of it. |
There will be a lot of penises and "Suck my..." if you are allowed to paint or write custom text so just keep that in mind.
Sadly human stupidity follows each new technological advancement. |
personally the british need some well deserved buff after the endless nerfs they've been receiving since their introduce.
their lack of snare compounded the problem, but I am convinced they can be made valid without falling back to snare.
to start off:
https://www.coh2.org/topic/70821/firefly-need-to-be-cheaper
https://www.coh2.org/topic/80056/the-cromwell-need-buffs
https://www.coh2.org/topic/71172/sexton-why-it-suck-and-how-to-make-it-better
Hold up, you're a modder, correct? And I remember you making your own little balance mod, have you actually tried out these proposed suggestions to see if it really is a solution to the problem? |
The Resupply M3 dropping weapons was really a bit out of place. UKF already has on field weapon racks through the forward HQ additional it allowed more of an excuse to reduce the CPs
A 250 Half track for reinforcing would have extreme overlap with the 251.
Having weapon teams build sand bags is not a good idea. This is more of the role of the engineer. Weapon teams are really meant to be mobile. Pick up and deployed some where else when needed. For HMGs, Maxiums, Dshks are good for assaults. Ostheer, and USF has Bunkers/Fighting positions and UKF can build trenches for the Vickers. AT guns are a bit too large to to use heavy cover properly and mortars are meant to be on the back line so they do not need sand bags.
Yeah I'm just saying that it was nice not having to rely on an FA to get weapons in the field, hell I even wished that the USF had something similar even.
And yeah I agree with the 250 but it wouldn't overlap if you chose to skip T2, providing you still with a mobile and cheap but not as well armored or having as much space for transport of course alternative to reinforce in the field and still be mobile.
As for the weapon teams, I don't think you understood my question, it was more about them setting up and then being able to dig in not them having the ability to make sandbag lines like engineer units for example, but perhaps there would be a bit of an overlap if sandbags could be spawned around all weapon teams like the Pak 43 providing cover for both themselves and other infantry, but perhaps certain more frontline teamweapns like the MGs and AT guns could use emplacements spawning on them for a bit of extra protection, same for the mortars, even if they were wayyy in the back they were often dug in just in case in reality. |
This looks solid and I really like what you've done with the British, they look more viable, just a question tho, apart from the M3 Halftrack giving weapons to your allies from Special Weapons Regiment, what was the other reason for removing this ability exactly? I think it was great as it allowed the British player to remain mobile, now more than ever with your added in mortar team.
And another thing, I also like what you did with the 250 Halftrack however I have a suggestion: allow it to reinforce when not upgraded and give it an upgrade to an MG as well, if possible that is.
Other than that this is just splendid.
Also one last thing, what do you think of giving the ability to team weapons of digging in? Imagine that you just build a weapon team such as an MG, a mortar or an AT gun, you set it up somewhere and can just use an ability for them to either spawn sandbags around them, which infantry units can use (ala Pak 43), or have an emplacement spawn on them?
I'm not suggesting you implement it, I'm just wondering for your opinion on it, that's all.
Cheers. |
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Buff the Piat's damage to 100 instead. I would rather the British doesn't get snare to keep things different.
The fact that Tommies need to dual equip bren also mean they are penalized from mixing equipment.
and lower the cost and pop maintaince on the Firefly:
https://www.coh2.org/topic/70821/firefly-need-to-be-cheaper
Different doesn't mean well thought out or balanced. |