- Tank hunter sections should have a AT nade barrage like AT conscrips, at vet or with upgrade to improve scaling. Or critical shoot at vet like siper.
Not to barrage the combination of heavy gamon bomb and AT barrage is simply broken.
The vet bonus could be better suited for the unit's role.
Yeah you did not, I did. Guess you really did forget what we were talking about.
you see, you say this :
And then contradict your previous statement by saying:
What with you people and only thinking of winning arguments to the point of contradicting and forgetting earlier stuff.
You did not say it was complicated you said "special" modifiers or something of sorts.
Let me be crystal clear because this becoming ridiculous and I have no intention of continue it.
I have clearly stated that adding different cover modifier to grenadier g43 is not a good solution because it complicates things when there are simpler solutions.
I have never made any comment on, which game infantries, where better balanced, in COH1 or COH2.
I have however said that the COH2 system is superior because it simpler. I am now adding it is superior because it has weapon profiles and relative positioning.
I have not contradicted myself in relative post and I now am simply moving on.
In order to make it more rewarding to kill heavy call-in vehicles, all heavy tanks, heavy tank destroyers and heavy assault guns now have the following:
-Recharge standardized to 3 minutes
-Cooldown on ability now starts upon death of the heavy tank
-Reverted previous tech requirements from version 1.0
*Special thanks to community modder Sneakeye for providing the solution for this implementation.
Churchill Crocodile
CP requirement from 9 to 12
Generalist Medium Tanks
Cromwell
Because of the above changes (target size), the Cromwell is losing its target size advantage over other medium tanks. This is being compensated with a boost to its MGs to allow the tank to better combat infantry.
MG cooldown duration from 2/3 to 2/2.5
MG far cooldown from 1.5 to 1
MG mid cooldown from 1 to 0.85
MG far accuracy from 0.35 to 0.4
MG mid accuracy from 0.55 to 0.575
Infantry Sections
Overall sentiment suggests Tommies are too punishing to use, especially in fights where they need to maneuver. These changes are designed to make them less difficult to use in the open and on the move, while keeping their overall power level in a non-oppressive state.
Additionally, in order to give the UKF an easier time to circumvent enemy static defenses, the pyrotechnics upgrade has received an off-map smoke barrage ability in order to make the upgrade more attractive, and allow for an early game smoke option for the Brits.
-Lee Enfield moving accuracy from 0.35 to 0.5
-Pyro Smoke Barrage for 25 munitions; same range as the pyrotechnic artillery. Smoke comes from off-map; has a global cooldown (recharge is shared across all squads).
-Target size from 0.9 to 0.85; target size in cover remains the same at 0.8
-Lend Lease Regiment Assault Section upgrade removed.
In order to give the UKF more starting build options, as well as giving them an easier early game on urban or close quarters orientated maps, Assault Sections have been reworked as a separate call-in squad:
-Now an infantry call-in for 280 manpower for 0 CPs
-Automatically starts as a 5 men squad; not affected by bolster
-Target size 1
-Equipped with 5x Stens stock
-2x Thompsons Package now unlocks White Phosphorous Grenade; survivability bonus moved to veterancy
-Veterancy
Veterancy 1: -25% recharge on all grenades, -10% Received Accuracy
Veterancy 2: -29% Received Accuracy, -25% Weapon Cooldown
Veterancy 3: +30% Weapon Accuracy, -5 munitions to grenade costs.
Tank Hunter Infantry Section
-Now automatically starts as a 5 men squad; not affected by bolster.
Can now replace their Boys AT Rifles with PIATs for 70 munitions.
PIAT upgrade removes the out-of-cover penalty to cooldown and reload.
Assault Officer (Previously Was Airlanding Officer)
The Brits lack a dedicated close quarters squad. In order to mitigate this somewhat, we have repurposed the underused air landing officer into an offensive utility option for this period of the game. This should give Brit players the ability to handle close quarters situations without turning them into a close-ranged powerhouse.
-Now Available at the Platoon Command Post
-Limited to 1
-Recon run cost from 35 to 50
-Gains an additional (5th) soldier at veterancy 2
-Received Accuracy bonus at veterancy 2 moved to veterancy 3
-Now gains +30% weapon accuracy at veterancy 3
-Removed Smoke on Retreat at Veterancy 3
-Bodyguards switched to Tommies with Unsilenced Sten Guns, same stats as Commandos
-Cost from 280 to 320
-Heroic Charge now functions similar to Captain’s On Me in terms of functionality; Unit will sprint, gain -20% Received Accuracy and +20% Weapon accuracy during its duration. Lasts 15 seconds.
Reinforce cost from 35 to 30
Veterancy 3 received accuracy from -23% to -15%
Elite Sten accuracy from 0.675/0.273/0.115 to 0.675/0.375/0.115
Self-Healing at veterancy 2 removed
Population from 9 to 8
Universal Carrier
The following change has been made to make the Wasp more effective in its role of challenging garrisoned MGs.
-WASP upgrade increases armour from 5.8 to 7
British Medic Squad
With recent updates shifting UKF build orders more towards a varied roster of units, the average amount of Infantry Sections with the healing upgrade has decreased, which can now give the UKF a hard time to heal up all their other squads. In order to give the UKF more options to fully heal their squads before sending them back into combat, a Medic Squad has been added to the HQ.
-Now available from the HQ
-Costs 180 Manpower
Auto Search Healing toggle now roots the squad to the target position.
Sexton and Valentine
-Valentine Supercharge barrage no longer shares a cooldown with the regular barrage.
-Valentine Coordinated Barrage from 35 to 60
HQ Glider
The following changes have been made to balance the removal of the air landing officer.
-Medic and Air landing Officer removed from the unit
-Forward HQ Retreat Point and Medics must now be researched for 150 manpower.
-Cost reduced to 200
Can now be repaired.
Can now train MGs and ATGs that will spawn at the glider.
Commando Glider
Can now be repaired.
British M5
CP requirement from 2 to 3
Bug Fixes
-Recovery Sappers should no longer lose their minesweepers or weapons when reinforcing with multiple slot items.
-Valentine should no longer reveal itself on random occasions when in Recon Mode
-Airlanding Officer should now be able to pick up bren guns.
-Airlanding Officer reinforce cost fixed.
-Fixed Infantry Section cost on reinforce; should now be back to 270/28
-Fixed an issue where the British medic build time was too long at 45s; now is 21
Fixed an issue where the Airlanding Officer could not enter buildings.
-----------------------------------------------------------
After initial testing:
There seem to be some issues with patch notes according to what I have seen:
Tiger:
Tiger is CP 11
Tiger ACE is CP 12
Tiger require BP 3
Tiger ACE requires T4 building.
That makes the gap between ACE/Tiger rather smaller and the ACE a better ability that would only be justifiable if the other commander abilities where inferior.
In addition the Tiger is not available when T4 is destroyed while the tiger is always available.
Comments:
Glad to see that CP requirement increases as I among other had suggested.
Glad to see that CD now start after unit lost as I had suggested.
Suggestion:
The Super heavies requiring a building on the map is problematic and should be removed for all these units. Once tech requirements are met this units should be always be available and access should not be locked.
For better balancing timing and cost for these simply add an extra tech.
The AOE is to be good, maybe tone done AI so it does not replace both the Panther and Brumbar
or
Change shell to either AP or HE.
Bombing run:
Suggestions:
Bombing run seem to rather slow in large map maybe try to reduce leathality abit but increase speed of planes?
Jagger light infatry upgrade:
description say it "add 2 G43" while currently it provides 3 to PG/ST.
Cost got the PG is 50 while for ST is 60 for no good reason.
In order to make it more rewarding to kill heavy call-in vehicles, all heavy tanks, heavy tank destroyers and heavy assault guns now have the following:
-Recharge standardized to 3 minutes
-Cooldown on ability now starts upon death of the heavy tank
Tiger - All variants
AOE damage from 1/0.25/0.15 to 0.75/0.25/0.15
AOE distance from 0.25/1.5/3 to 0/1/3
Veterancy 2 scatter bonus removed
The Tiger got quite a few adjustments that were deemed necessary to remove some of its somewhat oppressive performance. To compensate, we are granting the Tiger a bonus to its turret traverse speed at veterancy 2, something it lacked due to its previous scatter bonus which has now been removed.
Veterancy 2 now adds +30% turret traverse speed
-CP requirement from 9 to 12
Generalist Medium Tanks
In order to make generalist medium tanks more viable in the current meta, their durability is being increased by lowering their target size, making them more difficult to hit.
These changes should reduce the chance to get hit by 7-10% on medium to far range - ex: an 88% chance to get hit becomes an 80% chance.
The changes will not apply to Tank Destroyers and specialist vehicles based on a medium tank chassis. Units like the Sherman Firefly and Sherman 105mm will remain the same due to their role.
Panzer IV, Panzer IV Command Tank, and Panzer IV J
Target size from 22 to 20
Tech Changes
Sentiment suggests that Ostheer tier 4 is too prohibitive to use. In order to facilitate an easier transition for Ostheer T3 to T4 builds, we have implemented the following:
Battlephase 2 tech from 90 fuel to 105 fuel
Battlephase 3 tech from 25 fuel to 35
Support Armour Korp (T3) no longer has a fuel cost
Heavy Panzer Korp (T4) building no longer has a fuel cost
XP values have been adjusted accordingly.
Credit to Derbyhat AKA Jibberjabber for originally proposing this change.
Heavy Panzer Korps
In an attempt to increase the power of Ostheer's late game without increasing the power of its units, we are giving the structure a passive bonus for the army. This will reward players for teching to T4 and allow Ostheer to be more aggressive by reducing the bleed on core infantry units. The increased capture speed should also allow Ostheer players to retake sections of the map more quickly in the late game.
Now provides reduces the reinforce cost of Pioneers, Grenadiers, and Osttruppen by 2
Reduces the reinforce cost of all team weapons by 10%
Increases the capture and decapture rate of all Ostheer infantry units by 25%
Puma
Tech requirement removed
Requires 5 CPs to be unlocked from the HQ; still has a build time.
Fragmentation Bombs
The following changes are in order to make fragmentation bombs less effective at the edges of the map, where they can wipe team weapons without a chance to react, while keeping their potency intact in more central positions.
-Delay from 2 to 4
-Plane speed from 175 to 275
Pak 40
Horizontal tracking speed from 12 to 14 Brummbar
Armour from 240 to 260
Panzerfaust - all variants, including OKW
The speed of the Panzerfaust projectiles being lowered as an attempt to remove the issue of Panzerfausts occasionally missing their targets.
Projectile speed from 55 to 25
Ostheer LeFH 18
-Population from 15 to 13
Bug Fixes
-Ostheer Medical Kits should now immediately go on recharge after use
-Ostheer Puma no longer shares the same hotkey with the 222
Hmm, I don't see why shifting 2 units (with all the game changes that entails) would be preferable to adding this option for one faction. I don't think it's too strong, and it adds more options rather than taking them away.
Similar issue exist for other faction vs sniper and they do not have to simply delayed.