Static mortar is still static so I don't think it's part of the good design choices.
But it would be better than what we have now, it retains the faction uniqueness and doesn't require as much work as an entire new mortar team unit. Which would also be quite boring. |
I never said that CoH2 should copy the entire faction design. I just said there's a couple of design choices for vCoH Brits that made more sense, that could be used to improve the CoH2 faction.
I see no reason not to copy the good stuff. |
I think making the CoH2 Brits more like CoH Brits might help them out.
Change the double mortar pit to a single mortar pit for half the price so they can get indirect fire in key positions, while it wouldn't be as punishing to lose them (vCoH mortar pit).
Give the AEC an AI profile instead. It shouldn't be as effective as a T-70 but it can come out earlier (vCoH Stuart). It can still deal some damage to light vehicles.
Allow sappers to build MG bunkers to help defend territory or counter blobs a bit.
Buff the Firefly a bit and lose the stun on Tullip rockets. |
I'd just move the combat veterancy bonusses to vet1 and vet2 and give vet3 an increase in suppression bonus. This would help them scale against vetted/elite infantry and yellow cover terrain destruction without really taking any risks in the balance department by inventing new skills. |
Removing sandbags from volks would help a lot to balance the early game wihtout having to touch RE or Rifles.
I think this would in turn ruin OKW's balance against Soviets and UKF since Volks definitely need green cover to stand a chance against Tommies and Penals. Better look for a solution in USF itself. |
I use shocks sometimes with terror tactics,they are not so UP. It's a really durable unit and can engage mainline infantry still with 4 models. I feel they are a good choice only vs whermacht with 1 ptrs penals.The only problem is lategame vetted lmg grens and obers, but it's ok, in the early mid game they can hold choke points alone, you can keep shocks in cover receiving long range dps, they will take ages to force your retreat and they give you a lot of control map. Need to be careful buffing this unit. Ah and i forgot that shocks and pgrens are the only elite infantry units that don't need weapon upgrades to be effective.
I completely agree with this analysis and the real only buff I would ever give them is a weapons upgrade package with x3 SVT to buff their mid-long range DPS, precisely to mitigate the weakness you describe as this would allow them to scale better against elite/vetted long range infantry becoming dominant in the mid-late game. |
Breakthrough ability could be expanded to include infantry being able to capture territory that has been secured by a cache, although I wouldn't know if that's possible. This would be pretty useful in team games. |
I feel like people don't use the potensial of All-unit mode in all revamp threads. We could add some many fresh abilities and units that would make old commanders way more atractive.
- Reminder that all proposed changes, must be preexisting units or abilities currently in the live game.
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I think Panzerfusiliers deserve a lower CP requirement (0 or 1) though because they have been nerfed to a role of alternative mainline infantry that replace Volks in the standard build order. They're definitely not on the same level as elite infantry like Guards or Stormtroopers (2CP).
Them being at 2CP doesn't really make sense anymore, and it's kinda annoying because you want them instead of Volks but you still need to go full Volks build for the early game. It also puts them at a veterancy disadvantage.
This would also make Panzerfusiliers more attractive because of their early snare (no truck requirement), which would make them a viable strategic choice against UC or clown car. Downside compared to volks would be that they can't clear garrisons early because the grenade is unlocked only after an HQ is set up. |
That would be completely overpowered in team games. Way too many good defense / area denial tools in one commander. |