TheRE nerf seems a bit much, I suggest better that it becomes a ability that replaces smoke for the HE grenade. Also it replaces the m1 carbines for m1 garands to better separate them from the normal upgrade. Since it will become an ability it will like a riflemen grenade, with the same stats.
Like the idea of the E8 but at the same time it worries me. The unit for me now is really decent but just adding the fuel cost might be too light. Increase pop to 16 and add the same ability as the 76 sherman, to change between AP rounds.
And the 76 remove the changing ammo ability and add the white phos ability with 40 range. Also remove the smoke barrage ability. This change will make it distinguish itself from the rest of the shermans and the unit is fragile compared with the others making it balance it out with this ability.
Pathfinders for me still need a rework(well the whole commander), they are still a strong unit that can hit hard early on. First to fix the crews, instead make the sight bonus a ability. For me a good option for them is to limit them to one(like a command tank) and have a few abilities like for example, an ambush ability that increases sight and accuracy(it will work similar to other snipers camouflage, were they can move through cover without giving away their positions. And they can drop team weapons once they reach the CP. This will then require to change the commander, for me its a Air commander with barely any air abilities. Replace the HMG weapon for recon and the AT weapon for infantry strafe like the calliope commander. This will make the commander feel more like an AIR one.
And not to mention the paratroopers can also receive camouflage, they are meant to go behind enemy lines and cause havoc through ambush tactics which they can't do. Increase slightly their target size to balance it out. The support paras can also receive a change, to make em different from their other counter part. Replace their m1 carbines for the ranger ones and replace the zook upgrade for a smg package that adds 3 grease guns and 3 thompsons.
For rangers this is a welcomed change, but will also love if they could add a accuracy bonus so they can use better the slot weapons. So they can truly have have "marksmanship skills". Replace vet 1 ability with this one.
Profile of LordRaven
Post History of LordRaven
Thread: Commander Update Beta 2021 - USF Feedback3 Apr 2021, 00:05 AM
In: COH2 Balance
Thread: [Winter Balance Update] SOV Feedback30 Nov 2020, 14:20 PM
The new Su-76 vet 1 ability seems a bit lackluster. Why? The unit is locked in place, meaning you lose precious seconds for a low hp unit. The base damage is weak and penetration versus mediums isn't reliable. For me a better choice would be buffing the unit. Increase base damage to 160, but remove the vet 2 bonus damage and reduce its base rate of fire. Increase fuel cost from 75 to 90. Vet 2 reverts rate of fire and Vet 3 gives it better penetration to engage heavies, to reward your hard work for maintaining it into late game. Increase veterancy so the unit does not dominate. And maybe increase pop by 1. Also reduce the cooldown for barrage ability, this will also make it more attractive. You already spend muni and it isn't reliable, so why make it more frustrating to use.
Instead rework Su-85, merge the spotting cone and ambush camouflage into one. This ability would be similar to spotting scopes of Werh, meaning its passive. It requires vet 1. When the unit is still and out of combat for 10 seconds it will camouflage and the spotter pops up activating the sight cone. Once the unit moves or is in combat it breaks camo and loses sight. Include hold fire ability and add handbrake to prevent the unit from breaking the camo. This will allow the unit to become a tank hunter as it should be.
The ISU-152 nerf seems a bit harsh, especially since they are reworking axis artillery(which I like). Meaning AT weapons are now in more danger and Tank destroyers take a lot of pop, which you don’t see them as much. Instead of 60, 65 is a bit more forgiving. Not to mention another thing to help out balancing is reducing the HE rounds penetration, so that players are forced to change between rounds. This will also require buffing the AP rounds. Nothing is more frustrating using AP rounds and not penetrating reliably.
Another option is to add a small setup time like team weapons. This will allow opponents more strategies, like forcing the unit to stay on the move. This will make the user have a harder time defending its position and when it's on the offensive. The change requires to revert the HE range to 70 but the AP rounds adjustment mentioned above is still needed.
As for the t-34/76 and 85 changes are quite rough. I gotta agree with previous comments. I mean why would you vet a unit and then waste after you spend a hard time vetting it. Instead make it easier to cancel or give it requirements to use. For example it cost 50 muni and if the HP drops below 50 percent the unit cannot use the ability. In the description it can say the engine is in poor condition and cannot increase acceleration. Now if the unit is vet 2(or 3) and the player wants to gamble he can use an upgraded version of the ability which doesn't cost muni and the HP condition is removed, the description can say that veteran crew members can push the engine beyond its limit.
In: COH2 Balance
Thread: 2v2 Soviet Airborne Gameplay14 Mar 2020, 04:01 AM
2v2 Intense battle
Thread: Error building tuning mod14 Jul 2017, 18:31 PM
14 Jul 2017, 15:50 PMSneakEye
I got error code -1 when a path name (folders + file name) was to long to write in windows. I recommend to check your latest created files and give them a shorter path name.
Thanks, it was a ability name that was too long.
Thread: COH2 Modding: Getting started with the official tools13 Jul 2017, 22:43 PM
Thanks for the guide, it is really hopeful now I can practice with the tools. But the I got a problem after working with it a while. I have no idea whats the problem and I am no programmer. If you can help me resolve it.
Thread: Error building tuning mod13 Jul 2017, 22:37 PM
13 Jul 2017, 21:03 PMPlanet Smasher
There's a space in the path to your mod - try removing that from the folder name. Stuff like that causes problems with the mod builder sometimes!
I removed the space and still says the same problem :/ Thanks for the reply.
Thread: Error building tuning mod12 Jul 2017, 21:07 PM
Hello! I'm trying to make my own balance mod, I have been at it for awhile. It was working fine until recently when I press build this message appears.
I'm not a programmer, so i have no idea what happen. Thanks in advance!
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