Took a big nerf, penals can now fill their AT role as well as AI w/o upgrades + DSHK. They just don't really have a slot in the current soveit meta. It is for this reason guard motor has fallen from favor, along with that less HM-38 120mm mortars. Couple that with UKF landmattress nerf and USF turbo mortar nerf, you get OKW pak 43s meta.
This is not true if we are talking volks and grens. Both of these units have powerful AI weapon upgrades and so loose very little dps with first few models. At the same time penals have no AI upgrade so they always loose 1/6 of their dps and the upgrade they have makes it even worse becouse they always lose 1/4 of AI dps, as the weapon being prioritised is useless vs infantry.
Yes my statement is pre upgrades which is where penals are at their strongest and cannot be effectivly countered by OKW. After StG upgrades you also have access to the MG34 which is another way of dealing with them. It's lackluster, but it's better than nothing. Also the decision to upgrade penals to PTRS is entirely the soviet players decision on a game by game basis. For the axis you need upgrades inorder to keep up with penals or other allied infantry should they purchase upgrades, and even in the lategame when USF and UKF are pulling out double BARs/brens axis backbone infantry don't go toe to toe with them, and they shouldn't considering they're cheaper to purchase.
Almost, at least penals do not force you from garrisons and out of cover when fighting super high long range DPS. But yeah Penals are equally bad against Ostheer and OKW infantry, its just that Ostheer has an actual suppression platform from the beginning of the match and it actually does its job. Simply, penals are more durable, and therefore when they drop a model their DPS proportion drops off significantly less against lesser durable squads. That and the fact that OKW has to go volks against soviets currently. It's like forcing soviets to play conscripts against OKW volks every game, you just lose at all stages of the game against them.
Long post. Anyways just gonna point out some flaws in this design. Keep in mind I didn't read all of it and my attention to detail isn't super high atm, but this is what I noticed.
OKW
Probably best to start with a volks squad, kubels are map dependant and can die easily because of RNG. Its tank effect is due to the 4 armor,but becauase it's rng dependant you can suffer a lot of damage very quickly which means your first unit regardless of choice is probably going to die in 90% of games anyways.
Unsure where the JP4 is overperforming. It's 135 fuel incomparison to the SU85 and Firefly, 130F and 155F respectivly. It has better RoF at the cost of penetration. Its range is the same, can cloak with vet but cannot sight for itself like the SU85 or upgrade with commander/tulips like the FF. Sounds balanced to me.
Not sure why they're under used. +30% penetration and damage is fantastic against the right targets. That all but guarantees panther frontal pen against all allied tanks except the IS-2. OKW tends to float munitions once StGs are upgraded. Most other sinks are mines, grenades and obers/callin infantry upgrades. I've never really had a problem with it being overpriced.
Are these not the same?
USF
So the issue with moving all the team weapons to T1(LT) is what is my incentive to go T2(CPT)? Light vehicles matter less the more players you add to the game because more people can have AT guns, plant mines, more infantry for chain snares etc. CPT would become more or less useless unless situationally you needed a unit. AAHT is great for shooting down planes; pack howitzer could be neeeded over the mortar at some point.
Why does USF T3(Maj) come "very late"? If you rush tech in a realistic way with changes to the T1 and T2 as you've suggested, I'd go LT into Maj. I'd purchase an ambo and weapon racks of course as well. So in total USF spends 195F inorder to have their Maj, OKW must spend 190 in total to have schwer HQ up. Ostheer 175 total to tech into their T3. Sovs 185F for T1 into T4 with no T2, molotovs, or AT nades. The only major faction difference is UKF. Sitting at 160F for full tech and weapon racks.
Shermans arn't really useless, they're actually very good for their price. I do agree though that the USF should have some kind of meaty tank to soak damage. At least in team games that isn't really a problem because you just let the UKF and Sovs get their tanks while you spam calliopes or something.
Because USF is a munitions consuming faction doesn't mean lower price of p47s. Should lower the price because the ability is crap when you compare cost to power.
Riflemen mine laying takes a long time because you spam rifles. If they had fast mine laying and you had rifles everywhere you'd have mines everywhere as well, and that'd be hell for axis.
Pershing CP is fine. Compare the pershing to the Tiger. Tiger has more HP but less penetration. They have equal armor and come at the same CPs and IIRC they cost the same as well. Technically both these tanks are overperforming, since they're both no brainer choices. No choice should be a no brainer that just deals with most targets. Also command panther is 11 CPs now, it just says 10 on the menu doctrine but ingame it will be 11.
Soviets
Thank you. Someone understand the T34s are overperforming. I know you only mean the T34/76, but they're to efficient for what they do. 10F increase to 90F would be fine.
Katy durability matches pwerfer. I think we should lower the durability of other rocket arty vehicles instead of buffing the lower durability ones.
Do you mean increase the cooldown between salvos? because decrease would be more beneficial for soviets. TBH I don't actually know to well how this unit performs because if one is ever built ostheer just drops a dive bomb on it. Either that or railway.
If you're going to match the ISU-152 to other TD of the Axis you need to balance it respectivly. significantly lower RoF, or removal of HE rounds.
Also if these changes carried over into 1v1 it would crush 1v1 balance. You'd need to separate values for 3v3/4v4s and 1v1/2v2s. Maybe even 2v2s separate all together.
Well. It would be nice to have a gameplay based analyse by a strategist.
Because everyone is always complaining about the map quality but there is still no useful feedback a mapper could work with to balance and adjust maps for the game.
I think that'd be a fine addition to the strategy desk and a job for the strategists. Similar to replay reviews we could look at maps for map makers and try and give them idea on what is wrong and what could be done to fix it.
It is too small to start with, making indirect fire a real pain in the arse. Mgs are easily accounted for with morters and or smoke. It is plain in the extreme with almost no interesting features making it utterly boring. There are multiple trees that obscure the players view in general and there are also blind spots where points are obscured by trees so you have to rotate the camera incase demos are hiding.
It is extremely cramped in certain areas allowing for CQ units to hold a bottle neck. The entry to the bases also feels particularly awkward. Penals in amongst the trees are a freaking nightmare to deal with in general because they can position anywhere, where as grens must stay at max distance and tanks are easy targets for at satchels..
No, Halbe is god awful and i cannot wait for it to be removed...
I don't think the level of symmetry you desire is necessary in coh2, although a few maps that are utterly unsymmetrical are quite bad, eg semosky,.
This just explains why CQC maps are unbalanced. Take Caen or Bryansk. Both relatively CQC maps containing all what you described giving the allies a formidable advantage. Smoke/mortars also a dream for OKW. ISGs are no where near their cost to their power due to low AoE, and against garrisons are subpar compared to a mortar and 9 pop cap. Symmetry is not required, but it makes design significantly easier and points out gapping holes in faction design. Crossroads is another semi symmetrical map and I'd argue it's one of the more balanced maps. It has it's flaws like any other, but i'd say less than La Gleize.
Some thougts:
- Turn Binos into an ability that has to be toggled on and off.
- Reduce damage, rof and range (60-65) of heavy tank destroyers.
- Buff pen of allied TD while normalizing dmg to 160.
- Tulips no longer stun anything that's not a heavy.
- Nerf Stuka bomb.
- Aura buffs and mark target only apply to own units.
- Remove OKW benefitting from caches.
- heavy artillery can cause criticals on heavies (wound loader etc.)
- give jacksons more health
- don't let Raketen move while concealed
- Nerf auto attack range of Mortar Pitt and Leig
What's a "Binos"? Is that short for binoculars? And by that you mean spotting scopes? Unsure.
Definitely not
Definitely not, however I could definitely see an armor reduction on the JT. 525 is a bit much.
this is fine IF the above 2 were not in place. Otherwise, definitely not.
Yes.
I think you mean like you want only the person who cast the abilities army to have the bonuses. Maybe. This will discourage teamplay a bit. If theres a problem with mark target/coordinated fire nerf the ability.
Definitely not. If anything remove scavenge, place on scavenge docs and give caches.
Don't really know why they'd add this. Heavy artillery is a counter to static targets and infantry, not tanks.
good change, if 2 and 3 are not in play.
Raketen is just a gimmicky unit. It's bugged, it cloaks at reduced speed and then full speed + range buff pen blah blah. Just remove it, give OKW pak 40 and no TWP instead rapid maneuvers from brit AT gun or something. TWP is annoying enough as it is.
The following links are to a casters channel named Tightrope Gaming. The man casting goes by the alias Tightrope/Tightropexilo. His series of Micro Tips & Tricks as well as the Coh2 Starter series give a solid foundation for mechanics and interactions, I'd highly suggest watching them.
I'd recommend subscribing or at least checking back with these 2 YouTube channels to see if they have new or informative videos uploaded every once in awhlile.
Here you can find strategies on the soviet faction.
I agree with semoisky summer, and maybe winter imo. Minsk as well but not with road to kharkov. While the narrow map does limit flanking, and certain garrisons are absolutely overpowered with MGs in them, this map is infinitly worse in 2v2 pool. Personally Halbe is one of my favorite maps. It has major glaring issues like massive red cover roads which make light vehicles super potent and few shot blockers which make wide arc MGs amazing. Snipers are difficult to flank as well, but what I love the most about it is how it is almost symmetrical, which makes for a more balanced game (and highlights faction flaws). I'd love for another map similar to it with more shot/sight blockers and no massive strips of red cover.
Side note: Roads are an issue. Perticularly if your opponet gets snared by AT nade, mine etc and they're on a road, their vehicle moves faster than infantry can move to follow up with another snare even when their vehicle is already crippled! That's annoying as hell.