Edit: I think all heavy tanks are failing at their job. They are supposed to be slow but sturdy, capable of breaktrhoughs or holding ground while other units assist with fire. If they all got their frontal armor buffed, significantly, and maybe a damage nerf/tweak they could get some shine again.
I think this is a problem caused by the bad gameplay design of having only front and rear armor. Because side armor is not a think, enemies need to overextend significantly in order to get a hit on the rear armor since side armor does not exist. With the entire front half of the vehicle counting as front armor, it can't have a super high armor value because it would be impossible to pen it even from the sides.
For example the King Tiger should be pretty much inpenetrable from the front for all Allied tanks that are in the game (except for special ammo) but even a slight flank would normally expose its weak side armor. Sadly this can't be simulated in coh2. |
Clearly, the best performance from a G43 is in a squad with just one, with all other models dealing damage while the G43 sniper picks off models.
Only Jaeger Light Infantry Scoped Gewehr 43 acts as a sniper that crits models that have less than 70% (?) HP. It's a trait unique to this recon squad (and USF's Pathfinders).
All other Gewehr 43 upgrades deal regular rifle damage.
KV8 is overperforming, it should never pen a Panzer 4 over 20 range. Also the flamer is way too strong. For that armor and hp it is way too good.
I'm thinking its current performance is what it should be at vet 3. So it should be nerfed a bit for vet 0. That would give the German player a chance to react (produce a counter such as Panther) without having his mid game units getting wiped instantly. If there is no proper reaction and the KV-8 is allowed to vet up, it should become as good as the current iteration is imo. |
I've been getting that crash (ctd before the intros start playing) for longer than this patch. Restarting pc always fixes it but restarting Steam might work as well. |
Well I've just seen NKVD Anti-tank overwatch in action. A snared KT reversing is completely undamaged, for a 200 munitions. I guess I have to take my words on booby trap back, NKVD got even bigger waste of munitions this patch AND lost one of the best infantry area denials in game in process
Maybe try to give some constructive feedback for once instead of just pointlessly whining about everything. Do you think anyone of the team is going to take your complaints serious if you present them like this?
So the tracking of the ability doesn't work well yet. Moving targets do not get hit, so the ability should be tweaked to deal more damage to moving vehicles before they leave the area. Damage against stationary targets is fine though, could kill a King Tiger two times over.
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Here's an updated overview of all my feedback on the OKW commanders.
Partly based on the usage in the tourney. Updated for 1.8.
Once again I'd like to thank the team for a great job so far and for the community approach.
Elite Armor
General consensus: good commander overal. Fixes to the abilities have come a long way and the addition of the 221/223 is very interesting. Still I think it needs some more minor adjustments to become a truly viable commander.
[0 CP] 221 / 223
- I think the cost should be slightly adjusted to 200MP/20FU, in comparison to OST's 222 (200MP/30FU). 223 upgrade can be increased to 120MP/10FU to keep total cost for the mobile cache the same.
- Partly based on its limited use during the tourney, I think it currently comes onto the field a bit late for what it can do (as 221). I would propose to test it with the requirement moved down to having an SWS truck built, rather than an HQ set up. This should put its deployment time down by 2-3 minutes and give it a bit of shock value. Makes players choose between teching or fighting power. If this is too early for USF/UKF to deal with it, armor could be lowered and the 223 upgrade could act like armored skirts (historically earlier models of 221 had less armor).
- The ability to engage aircraft would be nice. Could be considered for vet4 to replace the durability bonus that isn't incredibly useful.
[4 CP] Emergency Repairs
[5 CP] Panzer Commander
- Good overhaul, ability is really useful now and definitely worth the trade with pintle mount.
[7 CP] HEAT Shells
[11 CP] Sturmtiger
- Please consider removing light cover collision from the rocket. This unit is already very micro heavy and clumsy to use, and after going through all the trouble of manually reloading and planning the next attack it's very annoying when the rocket detonates prematurely just because there was a small bush or fence in the way. If this isn't possible, decrease the random scatter a bit so avoiding cover with the shot is actually in the player's control.
- I think the limit of 1 shared with King Tiger is something that wasn't needed. These units serve completely different roles and do not supplement each other like the Command Panther would. I would like to see this limit removed.
Overwatch
General consensus: this doctrine has had an identity crisis, I hope the return of Sector Assault fixes things a bit but I remain sceptical. I still think the Jagdtiger would fit really well in this doctrine and would be much better than the LeFH 18.
[0 CP] Early Warning and Forward Receivers
- Good thing to have merged these with Goliath to open up another slot. Doesn't need any changes.
- One suggestion: allow infantry to plant the flag flares (for free?) on friendly flags that are not capped by the Overwatch player. This would encourage more teamwork in team games and make this doctrinal ability more useful there. Having to do it manually with squads would be a significant micro / combat power tax.
[1 CP] Jaeger Light Infantry (JLI)
- Awesome change to 1 CP, they will be much more easy to integrate into build orders.
- Please take a look at their veterancy requirements. They seem incredibly high, it takes ages to get them even past vet 2. Could be lowered by 25-33% I think.
- There is somewhat of an issue with their weapon slots as the Scoped Gewehr 43 doesn't count as one. They can pick up 2 dropped weapons besides the Gew43 and it doesn't switch over to the last two models if they have picked up weaons.
[2 CP] For the Fatherland
- Can't say much about this ability, seems to be fine for what it does.
[8 CP] LeFH 18
- LeFH 18 is an odd adition to the doctrine. It doesn't make it particularily attractive to choose. If one wants LeFH 18, Defensive Doctrine is generally the better choice.
- Its new vet5 ability "aimed shot" is very lackluster. Needs to be replaced by something else. If it's possible I would replace this with an 'Overwatch' ability that automatically targets enemies in an area designated by the player. This would work similar to the overwatch ability of the 25 pounders in vCoH (see picture below). Use airburst shells for dramatic effect.
- Personally, I would like to see this slot replaced by the Jagdtiger. It seemed a very popular idea among the community.
- Giving Overwatch the Jagdtiger would give the doctrine the significant boost it needs with a high power unit at the end. Would synergise well with JLI and Early Warning for sight.
- This would also open up a chance to tweak the Jagdtiger a bit to make it less powerful but more practical to use. Firepower and mobility down to Elefant levels, removing the (quite ridiculous frankly) engine upgrade. Cost down a bit.
[10 CP] Sector Assault
- This ability is still pretty random. I don't really know what can be done about it to make it better.
- I do like how it opens up a forced choice where to spend munitions and it counteracts the Goliaths.
- Some ideas to improve it: add a second strafe plane. Maybe add spotting to the strafe planes. Turn the random bombing into a pattern (like Air Supremacy) although this would make it much less unique.
Details on proposed LeFH 18 vet5 ability:
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Jaeger Light Infantry
The scoped Gewehr 43 is not a proper weapon slot, the squad can still pick up 2 weapons besides the scoped Gewehr 43. Because of this the Gewehr 43 does not switch when the 4th and 3rd models are killed, but the remaining two models keep their picked up weapons. I feel this makes the squad both overpowered at full combat strength (2x LMG with the scoped Gewehr 43 wins against any other squad) and the Gewehr 43 not switching undermines the role of the unit. |
The grenades is there to protect them from being overrun
I think they should not get grenades for this exact reason, so they can be countered. Besides, they are meant to be a second-line support squad to mainline infantry anyway so there should be other infantry around to stop charges. And there's already the infiltration nades in Scavange.
Give them grenades and people will start spamming them (again) as mainline infantry. |
You can check anything that was "fixed" to avoid world object/terrain collision, you will find out that nothing actually avoid hitting obstacles. So yeah, that's how much "fixed" we are getting it.
All other projectiles do not have a 40 second manual reload. Neither do shells like the Brummbär's collide with objects as much because of various reasons. Either collision with yellow cover objects should be removed (a 380mm 376kg rocket shouldn't have much trouble going through a wooden fence) or the random deviation on the rocket should be brought down so a player can actually aim the rocket past certain objects. Or make the trajectory much more of an arc. |
Rocket "collision" has already been fixed...at least that's what they claimed 
Claimed by who? Or where?
I've done some tests, rocket still collides with just about anything it can find in its path.
Even hay bales, carts or small fences. Which is super annoying.
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They are high because they have amazing veterancy bonuses.
Fine, so they shouldn't be as easy to vet as Volks. But their requirements right now are at the complete other end of the table. |