*
[...]
* Outside of that, a lot of USF's calldowns are just...bad. P-47 Rocket Strafe is more expensive and less accurate than its peers. 240mm Barrage needs help. P-47 Strafe costs an insane amount of munitions. Smoke Barrage is more expensive than the Axis version and provides no scouting. Etc.
Good post, dude!
I think the mod team should take a closer look at the cost of 12CP calldowns in general.
There are some abilities that need a cost reduction and maybe a rework to make them more impactful:
UK: concentrated Fire Barrage / current price: 240 munition
USF: P-47 rocket run / current price: 240 munition
USF: 240mm HOwitzer barrage / current price: 250 munition
OKW: Zeroing Arty / current price: 300 munition
None of the mentioned abilities justifies a heavier price tag imo.
I feel like the synergy of Mark Target in Tank Hunters would need to be tested. The PTAB Run and AT Grenade assault already do good damage to vehicles and stacking that with Mark Target might be excessive (granted that this would require a lot of munitions float but worth thinking about).
Overall I think you have solid suggestions though!
Thx for the kind words, that's music to my ears
@all:
I would like to bring the attention to the huge discrepancy of Soviet air attacks and off-map arty abilities.Only 5! of 22 soviet commanders have an off map artillery ability: 3 have incendiary barrage, 2 AT overwatch but there are 11 airstrikes !
If we want to reduce the huge overlays of the Soviet commanders I would consider it a priority to reduce the number of airstrikes but to increase the number of off map arty.
Right now the ML-20 is supposed to compensate the lack of off map arty but the unit is not really attractive imo: Allies have much better long distance arty in Calliope / Priest / Sexton that can't be countered by a divebomb.
Replacing some of the ML-20s with off-map arty would make the doctrines more distinctive AND more attractive because players don't need to invest so much MP in the arty.
So if you have good ideas for off-map arty abilities please post them here!
Personally Most of the commanders in OKW have some use in one gamemode or another and most have several unique abilities.
Agreed on this, that's why I wrote: It’s more about fine-tuning them instead of reworking – result of the good changes in the past!
But a closer look at some of the commanders shows that there is still room for improvement:
An example:
- Zero arty in "Fortress" is the game's most expensive off map ability but does not have nearly the same impact as other 12CP abilities.
- Heavy Fortifications and Field Defenses have huge overlaps, these 2 commander slots could easily be merged. We just need to take a look at Whrmacht's Defensive structures ability which offers as much stuff as "Heavy Fortifications and "Field Defenses" together.
There is more than enough room for 1 more ability in this commander.
I am not sure how you are suggesting that "P-47 Support run" should but the problem is that Calliope are difficult to counter and adding planes that can stop dive makes it even harder and that is simply bad design.
I get your point, maybe the Support Run should be pure AI then. This would make the ability also more distinctive to the AT p-47 attack. Thx for feedback!
USF and OKW still should NOT have access to snipers + there is no model, therefore its impossible anyway.
Its way too much work for something that's more likely to be gamebreaking then not.
That's a fair conclusion. It's a long shot for sure. But I don't think we should limit our options before we have tested it... but I can see your point.
Wait, whose idea was it to give USF a sniper unit?
Dude, it's probanly the last commander patch. And maybe you have noticed that there are several weeks of testing before a patch goes live. If the sniper would be too strong- simply remove it. Problem solved!
Here are my general thoughts about such a patch:
• There are only 2 factions imo that would need bigger commander reworks like those in the past: Wehrmacht and Soviets. Both have multiple underperforming commanders with poor design. In contrast to those factions UK, USF and OKW commanders are mostly fine. It’s more about fine-tuning them instead of reworking – result of the good changes in the past!
That being said here are my ideas to improve the OKW commander pool:
OKW rework ideas:
Specical operation:
Luftwaffe Ground Forces
Firestorm:
Fortress
Elite Armor&Grand Offensive:
TigerI (as well as Pershing and IS-2) needs a minor buff as well as the 221. 221 comes later and is much more expensive than the UC or the Soviet Scout Car but can’t fight off these vehicles. A minor buff is needed and justified especially after the Brits can counter it with early engis now.
It comes without saying that my ideas are not exhaustive. Many roads lead to Rome.
Please provide constructive feedback and make your own proposals here. We all have the same goal:
Make the Coh2 commander pool as good as possible.
1. General faction thoughts:
The Soviets had the most powerful artillery in the war but in CoH2 they barely have good artillery off-map abilities. Only 5! of 22 soviet commanders have an off map artillery ability: 3 have incendiary barrage, 2 AT overwatch. Compare that to the number of 11 airstrikes and you see a huge discrepancy. Therefore I would love to see some new off map artillery abilities in some of the 2nd or 3rd tier commanders to make them more distinctive. New arty abilities could replace some of the airstrikes or the ML20.
Off map Arty ability ideas:
• ZIS Barrage: no explanation needed
• Rocket Barrage: Works like the OKW version but with Kathy rockets instead of Stuka rockets
• Breakthrough Arty: Mix of ML-20 and smoke shells
• Heavy bombardment: 3 B4 shells, Soviet equivalent to Railway artillery
All ideas are of course more or less copies of axis abilities. If you have more creative ideas, please post them I will incorporate them in the OP.
2. Commander rework ideas: Tank Hunter tactics
Soviet Reserve Army
Advance Warfare
It comes without saying that my ideas are not exhaustive. Many roads lead to Rome and there are several other underperforming and simply bad designed soviet commanders.
Please provide constructive feedback and make your own proposals here. We all have the same goal:
Make the Coh2 commander pool as good as possible.