has less range than Katjuscha ( even vet 5 Stuka has less range than Vet 3 Katjuscha ) and about the same range as Werfer ( Vet 5 Stuka and Vet 3 Werfer appear to have almost if not the same range )
That is a rather pointless comparison, as the Panzerwerfer and Katyusha are very ineffective at max range because their scatter increases with range, while the Stuka's scatter is unaffected by range. I.e. the Stuka is the only one that can actually make use of the max range, while the Katy and the PW have to be used from as close as possible.
On the point of making a complete and fair comparison, the things it does better than other rocket artillery are: not limited by long range scatter (can always be used from the relative safety of max range); can deal up to 200 damage per rocket to vehicles because of very high AOE penetration (albeit a bug/oversight); comes much earlier than other rocket artillery; very high AOE damage/range means instant wipes can happen quite often. Other things it does worse are garrison and emplacement damage.
I'm not saying I disagree that the Stuka shouldn't get any changes. I've proposed an overhaul myself in my personal balance changes. But at least make the comparison even for the sake of the argument.
The timing/cost of faust/hmgs should be the same regardless if someone goes T1 or T2 and as long as these thing require truck set up the cost should be the same.
The timing for fausts is already different because Mechanized is 20 fuel more expensive, delaying the HQ by about a minute minimum. I don't think faust timing is something to hold back the changes for. It might even be a nice incentive to go for Battlegroup; forfeit Luchs/Puma and get much faster fausts.
Conceptual renewed changes:
Battlegroup HQ
Cost from 200mp/25fu to 100mp/5fu
Now automatically comes with medic upgrade. Reinforcement deactivated
Unlocks ISG
Motorized Support upgrade added. Cost 100mp/20fu. Unlocks Uhu and 251/17
Medics upgrade replaced by Forward Operating Base upgrade. Costs 200mp/10fu. Unlocks reinforcement and access to the Forward Retreat Point
FRP still requires T4 teched to activate
Backteching to medics and indirect would now cost 170mp/20fu, which is much more comparable to other factions (150mp/50mu / 250mp / 250mp/10fu for medics). The FRP would become a bit cheaper (from 300mp to 200mp) but would now also cost some fuel.
One potential problem here is that a forward base would become quite a lot cheaper to set up, so perhaps the reinforcement/FRP upgrade should be made to require the Motorized Support upgrade. Though this would require some testing.
The medic upgrade could be switched with a reinforcement upgrade, but imo the tech split (moving the vehicles and FRP into a secondary tech) is still needed to make backteching more affordable to make the faction's tech less rigid. I'm sure the average player could handle an extra button just like USF's tech upgrades.
The change is unnecessary complicated. Simply exchange reinforcement with medic, so that the track comes with medics and has to upgrade to be able to reinforce.
That would still make backteching for medics cost a (still) ridiculous 270mp/40fu and it also wouldn't solve the issue of bad availability of indirect fire.
That would make piats/bazookas allot more efficient by comparison while the accuracy "advantage" can be less important due to collision hits.
You've left out penetration in your comparison, which is decisively in favour of the Panzerschreck at 160 vs 110 at max range for Bazookas and PIATs. Guaranteed penetration against any Allied medium vs a 61-47% chance to pen a Panzer IV.
Scatter/collision hits are almost non existent on handheld AT with the huge scatter values on Bazookas and Schrecks (16/18 scatter angle and 15/14 distance max) while PIATs have very slow projectiles (when they don't track on a hit-roll they will likely miss if the vehicle is moving).
In terms of cost efficiency, Panzergrenadiers and Panzerfusiliers also have better veterancy bonuses with +40% accuracy compared to +20% for RET, +25% for Rangers/Paras and +0% for REs. The latter do get -50% reload in cover but that's not of too much use when chasing tanks.
So still with these changes I would not consider Panzerschrecks to become any less cost efficient than they currently are.
the G43 changes on grenadier squads, it's a straight nerf. A squad with two models left would perform worse. Why is it necessary?
[…]
UKF
Lend Lease M5 halftrack can also drop a single med crate for 15 muni.
Resupply halftrack's vickers lmg drop no longer requires weapon rack unlock (similar to USF M1919).
A slight decrease to moving DPS of two surviving squad members would be a small sacrifice to receive a third G43 which would increase the firepower of a full and 3/4 model squad quite significantly. 3 Gren G43s (and one Kar 98K) would put their total DPS more in line with other semi-upgraded mainline infantry. IIRC it would give them DPS somewhere around a non upgraded to 1 BAR upgraded Riflemen squad.
Good call on the Lend Lease M5, I will add that. I'm not sure about allowing the Special Weapons halftrack to drop weapons without weapon racks tech; I thought that was a specific nerf to the unit some time ago and I assume it was for a good reason. I must admit I'm not very familiar with this unit/commander so I'm not sure what the gameplay implications of such a change would be.
That would simply make RE/Ro.E far most cost efficient AT units than axis AT units.
This change does not make Panzerschrecks worse. Their effectiveness against medium and heavy vehicles should stay roughly the same (damage per minute is balanced out with decreased damage but increased accuracy). With the enemy kiting and reacting, I expect most shots to take place around maximum range. For example:
Against a medium tank (20 TS) they currently need (640/120=) 6 hits, and at long range with a 56% chance to hit that will take roughly 10.7 shots or 5-6 volleys.
With these changes the shots to kill would go to (640/100=) 7 hits, but with 72% accuracy now, it would take roughly 9.7 shots, or 5 volleys.
There would be a small difference in synergy with other AT weapons (for example a tank that took two hits from an ATG would require 4 PS shots to finish rather than 3) but again, the higher accuracy should generally compensate this.
Obviously numbers can be tweaked further to finetune the changes. If tests would conclude they'd effectively become a bit worse at mid range then accuracy there could go up too, although the better max range performance would likely be a better trade for slightly worse mid range. But the point (goal) is that this change wouldn't really make them worse against mediums and heavies in sustained combat while 1) decreasing the alpha strike of Schreck blobs and 2) making them more reliable against light vehicles. I don't really see how this would make them any less cost efficient.
I've finally had the time to make some adjustments based on the feedback here. I've tried to incorporate most of it though I might've missed some things. I've incorporated some additional changes from Miragefla's mod and some of the QoL improvement ideas from Bao's mod, and scrapped some of the more experimental ideas.
Tbh a lot of the timing issues have to do with the Luchs and OKW mechanized. The luchs hits the field at a similar timing to the 251
Similar timing? The 251 takes (40+20+30-20=) 70 fuel to get while the Luchs takes (15+45+60-10=) 110 fuel. That's a whole 2-3 minutes later in the average 1v1 match with 15-25fu/m with the occasional cut-off.
The Luchs definitely does not need any worse timing than it currently has. It's rarely used anymore and when it got nerfed with a longer build time ~2 years ago it was practically never seen anymore and it had to be re-adjusted.
The timing of the AEC and the Stuart are debatable. I'd definitely agree the AEC comes out a bit too fast or at least that it kills the 223/222 and 251(/17) too fast. Instead of the dull solution of simply pushing its research time, I'd be in favour of changing its damage from 120 to 100 so that it would increase the shots to kill 320hp vehicles while not increasing the shots to kill of 400hp vehicles (with damage going to 160 at vet 3 for better scaling). That way the UKF would get to keep their fast LV deterrent to compensate the lack of mainline infantry snares while giving the Axis lights that suffer the most from it (223/222/251/215-17) a bit more room to escape it.
I think the 251 itself is absolutely fine though. It's strong enough as it is.
In my view of how a future CoH3 would look like, i would just take the current system and expand it to be more complex, while retaining the same logics we have now
I think snares (or rather the concept of snares) have been a good addition to the game compared to vCoH because it adds an additional layer of strategy and tactics to the game (keeping your vehicles protected by snare infantry, adding strategic choices between line infantry with snares or specialist assault infantry, etc), but the way they work in CoH2 with always dealing engine damage below the threshold makes them too punishing.
I think ideally mines should deal engine damage as they do now, but snares should only deal a temporary stun critical that makes the tank slow down (on top of their damage). Like the Rear Echelon mines. That way infantry can still use their snares as a deterrent (protecting friendly tanks and support weapons, stopping assaults, stopping pushing, etc.) but it would make snares a lot less punishing because the snared/stunned vehicle would be able to escape (or continue) more easily once it wears off.
Use your words boys. Why is it bad? Just saying its bad is meaningless.
How can it be changed/updated/improved if no one can say what needs changed?
My issues with Poltawa:
- 4 garrisons in the middle make the early game tedious and hard for factions without stock flamethrowers;
- fuels are too far on the flanks without any cut offs making them virtually incontestable;
- VPs hidden away in the far corners means contesting them is very dangerous because of bad and long retreat paths;
- the impassable terrains next to the munitions on either side make the middle too narrow and leave this weird small road at the map edge that's rarely used because it's too much of a chokepoint
How to improve drastically:
- remove one garrison from either side (replace with a destroyed building) and leave the defensive garrison (red crosses)
- switch the fuel and VP sectors (orange) in combination with
- extend the map a little bit east-west (red) to relieve some pressure from the middle to make fuel sectors more contestable and in order to introduce viable cut offs (use and adjust the yellow sectors), and adjust main bases accordingly. Most of the terrain for the expansion is already there (at least in the north west)
- remove the impassable areas on the sides to open the map up for flanking manoeuvres (blue)