Giving the pathfinders a weapon upgrade for their own Carbine Rifles (+1 scope or just better stats) which requires no weapon slot and in turn remove all their weapon slots. To keep them as a long range unit.
They simply should not start with Paras Carbines...
T1
The difference in mechanism and tech cost between T1,T2 serves no purpose and could be fixed.
Suggestions:
"Mechanized support upgrade" break into upgrades for half the cost:
1) "weapon upgrade" first upgrade available from HQ not T1gives access to ST44/Faust/HMG-34
2) "Mechanized support upgrade" gives access to vehicles
Experimental Stuka Rocket launcher move to T1 and Leig to T2. That would make T1 have the 251 variants, will make LeIg (camping with medic truck) less of an issue and T1 about equal in power.
Units: Le.IG
the unit has very poor vet bonuses some simply useless (+15% penetration.).
Suggestions:
Improve vet bonus, bonus could include faster movement speed/rotation speed, damage reduction instead of received accuracy, a vet 1 ability that could be direct fire option, AP rounds, WP, Flare.
251/20
The unit does not gain veterancy, it should.
Suggestions:
Now unit available without "mechanized support upgrade"
Increase sight to 45-50 are most reckon vehicles
Allow the unit to gain shared veterancy, bonus could include ability cost reduction, cd reduction search light range, vehicle range HP/armor, bonus to units around it ability to reveal cloaked units.
Remove reckon plane especially since they can be called in from enemy base. Remove the cost of detection since it comes for free from kubel.
AAHT
The unit a rather high cost for an AA source.
Suggestions:
Allow 2 fire modes for the unit, direct and air-bust.
Direct does damage but no suppression
Air-bust does suppression but little damage.
Tone down vet bonuses
Fuel cost down to 40 increase built time or mechanized build time
T2
T2 requires more fuel to set thus delaying access to faust/hmg/St44
Suggestions:
Cost down to 150/10 similar to T1, there is no reason for the inconstancy.
Now also has "Mechanized support upgrade" for access to vehicle bringing up the price back to its current. (Le.ig require no cost if swapped with Stuka) Change mirror the properties of the T1/2.
Units:
Luch
The unit is perform bad on the move and especially vs vehicles and worse to than 222 and the situation is going to be even worse if the 3 PTRS change goes through where it will be countered by M3 penals. vet 5 ability seem very difficult to get and very once someone gets strong
Suggestions:
Remove modifier vs vehicles if there are any reduce far penetration if there is a need for it.
Increase moving accuracy for main gun on the move decrease damage if there is a need for it
or
redesign the weapon to be AOE instead accuracy based (one could use 222 profile and increase AOE for the desired result)
Reduce XP value which is currently the same with T-70 while being weaker.
Tone down the "suppressive fire" by reducing suppression and/or damage, move the ability to lower vet (Vet3 to Vet1)
Puma
Puma has modifier for moving in different terrains which actually lower the mobility of the unit in long game.
Suggestions:
Lower the bonus for road and lower the penalties for driving off road.
Swap mobility bonuses vet 3 bonuses with Reload vet 2 bonuses.
Stuka
The unit arrive quite early and is "hit or miss". Has the damage modifier vs emplacement been removed from DOT damage?
Suggestions:
Swap with Le.ig
unlock now requires "repair pioneers" or even T3.
Remove bonus DOT damage modifier vs emplacements or add a penalty
HE barrage now default firing move HE now a vet ability. This is allow the unit to have more consistent performance while being able to deal better with emplacements and trenches.
T3
There is little reason for Panzer authorization to be linked to the AA gun especially after the "ninja" change with which panzer authorization is not "unlearned" with t4 destruction which is a good change.
Suggestions:
Panzer authorization break into 2 upgrades (and is moved to HQ?). Panzer authorization I and Panzer authorization II each costing 50 15 for the same total cost.
Panzer authorization I unlocks JP/Ostwind/Hezter
Panzer authorization II unlocks PzIV/Panther/KT.
AA Gun upgrade become separate upgrade, gun now target units and attack ground. AA is a normal toggle, if there is a need one can MU cost for AA or completely remove the AA capability.
Experimental:
OKW tank see a cost reduction but come with lower armor and can purchase the the extra armor for MP/Fuel.
Units Ober:
Ober performance requires some changes, booby trap does not fit the unit.
Suggestions:
XP value lower to much shock troops at 680.
booby trap swamped with "interrogation" ability, Booby trap ability is more expensive than mine and in many case less effective while with more restrictions. Booby traps HE explosion replaced by DOT similar to Soviet incendiary barrage. (Can now be used in garrison?)
Blendkor grenade redesign as an AT weapon with temporary critical to help with retreat wipe from vehicles.
Suppressing fire no longer requires to target enemy unit, CD now matches Paras ability.
Passive sprint replaced by a time one for not cost.
Jagdpanzer IV
The JP is an expensive unit with high cost compared to allied TDs when it performance vs heavily armored target does not match them.
Suggestions:
Price down 360/120
Pop down to 12
Vet 1 ability similar to SU-76 but the ability no longer reduce rotation and automatically breaks with move command.
Xp value down to 1790
Vet mobility bonus vet 2 swapped with vet 3, vet 4 reload bonus moved to vet 5.
Panzer IV J
Suggestions:
XP value increased to match other vehicles of its price range
Rear armor increased to match Ostheer one to 110-120.
Panther Suggestions:
Experimental:
Now has access to switchable rounds suited vs medium tanks and super heavies.
On patch notes changes:
"volksgrenadier
As with flamethrowers, the Volksgrenadier flame grenade is being altered to make it easier to set buildings alight.
- Flame grenade bonus damage against ambient structures to 60. It will now take 4 grenades to ignite a
structure."
Grenades do no damage to structures and require to be used simultaneously by multiple squads to set on fire.
Add some damage to 1 single grenade.
"Jaegar Light Infantry
A consistency change to make JLI match other OKW infantry in terms of their combat bonuses.
- Veterancy 5 received accuracy modifier removed"
Sprint removed since it does not fit a long range unit
Reduce reinforcement cost to 30 similar to Pathfinders
Reduce pop to 6 (or 7) similar to Pathfinders
Make critical kill a timed ability (change applies to Pathfinders also) increasing range to 45 for the duration for better anti snipe performance or/and add an ability that prevent units from being able to cloak.
Can we get some sort of regional server for this game or something else
I keep having these awful lag and disconnect in this game over and over again throughout my 1,2k of gameplay.. it just.. very frustrating and will make everyone titled...
is there a chance for coh2 to have a better server or even a regional..
i really love this game but the server forces me to quit
thanks, everyone
I would love to hear everyone thought on this
So.... pretty high level of control.
You can choose to engage or not to engage vehicles depending on their chance to pen vs your chance to be penned and evaluate your chances from there.
Just as you can choose to keep engaging with low health vehicle or to retreat.
Thank you for supporting crits with this actually decent for once argument.
Since you seem to be unaware of how penetration works (no surprise there) let me explain something to you.
Gun have increasingly lower penetration with loner range. Thus by moving closer one has higher chance to get a penetrating shot.
Vehicles have front/side armor and rear/side armor (which is lower). Front/side applies to front half of the vehicle and Rear/side armor applies to rear of the vehicle. Thus flaking increases the chance to get penetrating shot.
Glad to be of help.
Now read again my post ("A Player controls criticals as much as he controls penetrating shots.") and you will see that I did not say if it was high or not I simply pointed out that it the same.
"M1 81mm Mortar
We are slightly adjusting the scatter of the 81mm Mortar to match the accuracy of other mortars and be more accurate than its auto-fire.
Barrage scatter angle from 10 to 9
Distance scatter max from 8 to 7"
This change is step in the wrong direction since it will make the USF mortar superior to Ostheer one (at least according to MMX analysis) and that will be a bad designed call since Ostheer are pretty bad at attacking USF positions.
I don't agree with Viper that MG + Mortar goes hand in hand because they suppress squads and THEN they do dmg on those squads. MGs + mortar work together because they create frontlines and slow down the pacing of the game. A suppressed squad will more than likely retreat before getting hit unless it can achieve any sort of role for been in that position or another unit can bail them out by taking the MG.
I am not sure even where we disagree, what I have posted and I will posted again to be clear is that the intention of designer was to have mortar and HMG work together.
Main gun crits currently cannot be controlled or effected by the attacking player. There is no way to increase your chance to crit ON ATTACKS if you are attacking, or decrease the chance to crit if you are defending.
A Player controls criticals as much as he controls penetrating shots.
In order for one to score a critical one has to penetrate a unit that is under certain threshold.
There for by increasing the chance to penetrate one can increase the chance to get critical, one can avoid getting a critical by not fighting under the threshold.
Things I'd like to suggest (after playing a good amount of custom 1v1):
- Since Hetzer Dcotrine is a prominent choice at the moment, there is an awful amount of smoke usage on the mp40 volks. 4 Volks with Smoke usage is too much for mainline infantry, the same way it was too much on every USF Rifleman.
- Radio intercept on SpecOps is too good for it's cost right now, either change the diappearance from the minimap or make it more costly so that it can't be used as frequently
A solution would be for MP40 VG to become a separate unit (maybe loose Faust).
(a better solution would be for the MP40 to replace the MP44 as stock upgrade)
RNG, and particularly random criticals, are not the core design principle of COH2, no matter how much you want to pretend that they are. Logical reasons have been given to you.
A main difference between COH and other RTS is the economy.
In other RTS the economy needs more attentions and battle are effect by how can how many units one can produce.
COH economy is simpler so player can focus in fights and try effect battle directly. That involves RNG so that the player need to keep an eye on the fight adapt his strategy instead of knowing from before and simply keep producing more of units A so he can beat his opponents units B.
This is one of they key differences between COH and other RTS. If fight outcomes where predetermined than the economy (or some other aspect would have to be more complicated)