Actually is easy to do, but balance team is very afraid
Just give IS2 gun more damage. No more penetration, just damage.
I still don't know why a 76mm gun of a t-34 have the same damage [160] as a 128mm IS2 gun. Same go with the tiger 88mm gun. While somehow the Tiger II 88mm does more damage [240].
Don't try to see logic in the damage model of CoH2. The only logic behind it is balance, and nothing else. Real life stuff is incorporated wherever possible, but if it does not work out, balance will be more important.
Regarding your last point specifically to the tigers:
They do not use the same cannon. The Tiger II's cannon was much more powerful than the Tiger I's. calibre is not the only defining metric for damage.
One issue with the 76mm Sherman design in particular is that it only works against medium spam, which in turn is only viable in 1v1 and 2v2. All other modes will see Panther, Brummbar and heavies, which the 76mm even on HVAP is not great against. Otherwise you will need a Jackson anyway, so there is no need for a 76mm Sherman.
Next, to get the most out of it against mediums, it should be on HVAP consistently. This leaves a big gap in the AI department. The 75mm Sherman is a beast against infantry, it has the HE shell for a reason: USF usually need it for the mid/late game. The 76mm does not have this option. It is "okay" at best against infantry, but for that you have to use it on the normal shell, which is not that efficient against mediums.
While the increased AT makes up for it on paper, it might not make up for it in the context of USF.
The rest is a commander issue:
Dodge truck and M3 are good in 1v1 with diminishing returns in larger modes.
Cav Rifles - not sure, but you'd usually want to focus on indirect AI in larger modes rather than CQC units.
Combined arms - Good in all modes
Mortar half track - Good primarily in 2v2 and up.
Overall this focusses the commander pretty much on 1v1 and a bit of 2v2. It is very uninteresting in all other modes. It could overall need some buffs, it is barely used at all.
In order to give the Eastern Front factions repair times that are more in line with those of the Western Front armies, the minesweeper upgrade on Pioneer squads will now give additional repair speed.
Minesweeper upgrade now improves repair speed by 0.3 per model"
Vet 0 Pioneer and CE with sweeper should have a repair speed of 8.32...
From what I know that 0.3 is a flat bonus, not a factor
For an early flamer pioneer yes, otherwise I think the 7,6 is more realistic (sweeper upgrade), depending on how good the player is to keep the early flamers alive.
I can confirm the 9 repair speed of the OKW truck.
I am not sure about CE/Pioneer repair speeds.
This should be per entity:
1,6 standard speed
+0.3 for the sweeper upgrade
and *1.625 for vet2. I don't know if this is applied before or after the sweeper bonus.
For the squad, this means a speed of 6,4/7,6 depending if you have a sweeper or not. So unless you have a vetted squad, the truck should be quicker.
I the main advantage of the truck for me is that it is super low micro. Just drive the vehicle back and forget about it. The search radius is large enough that you can only use the minimap for it.
I fully agree that it should be in there, my point is that sight range is the least of CoH2's problems because unlike almost all other stats, you actually can see it directly.
I assume Relic didn't for one out of lazyness, second maybe because the game reads it in from a text file that would need manual updating and create a lot of outdated and inaccurate text strings.
I do hope that CoH3 comes with an encyclopedia of some sort or a unit stats screen that you can bring up during the game.
The hypocrisy from the balance team also doesn't help either. They removed damage reduction from Rangers and stated that the reason for the removal was that the information wasn't apparent to players, yet turn around and give Pioneers extra sight.
I was dead sure you're gonna cite Grenadier's vet3, I am quite surprised.
You do realize that the pioneer sight buff dates back to 2015 and there was no balance team back then?
Anyway, the close camera does not make sight differences hugely apparent, but on the other hand there are few stats that could be communicated more obviously than sight range without using a number or table. If the players are able to pick up any stat without playing a ton of matches, sight range is definitely among them.
The T-70 having -1 in its Range Profile basically makes it use the Near Accuracy most if not all of the time.
When testing the Stuart with -1 in its Range Profile being the only modifier changed suddenly the Stuart is on T-70 levels. Like night and day difference.
So the conclusion here is that the Stuart suffers greatly from essentially always being at FAR range due to its shite Range profile while the T-70 is almost always at Near Range thus making it significantly more potent due to the large increase in accuracy between Near and Far.
I just checked the attribute editor again. The descriptions are not always true, but most of the time.
It literally says "If set to -1, this value will use the minimum range of the weapon as the near range instead." for the near value and "...maximum range..." for the far value.
If you put out claims like that, please provide some real data.
Only change here is that I set accuracy to 100%. No change to scatter or anything else.
Saying that accuracy does not matter is simply false. Company of Heroes 2 has different projectile types within the modding tools and you can individually customize or create your own behavior for projectiles such as creating a projectile that causes Rear Armor hits regardless of where you shoot at an enemy vehicle.
The chance to hit between any entities of this game is defined as accuracy*target_size. As others pointed out, vehicles have very low accuracy, but hit each other because of their huge target size. Their chance to hit any infantry model is usually far below 5%. So yes, my sentence of saying accuracy does not matter is indeed an oversimplification, but in realistically only about 3-4% of all cases at worst. The vast majority of vehicle vs infantry shots (>95% as others pointed out) will be scatter, the effectiveness of which is determined by the AoE and scatter values of the gun. You could see this by checking TDs: They have higher accuracy than any other tank, yet their AI performance is pretty shitty. Because accuracy does not (really) matter, and that is what I said.
Scatter is mostly used to define the parameters around AOE (Area of Effect) and how accurate those AOE shots are within the initial shot.
I am not fully sure if I understand you correctly here. I think I do and I think you're saying the right thing, I'll post this anyway just to avoid any confusion down the line:
Scatter has nothing directly to do with AoE. The way this game works is the following:
First, a direct shot is calculated by the formula above. If this fails, the shot will randomly scatter depending on the gun values. I made a detailed post about how this works previously. Around the new impact, AoE is applied. This AoE can be huge like in the case of the ST or very small in the case of TDs. That's why TDs are shitty at AI, despite having good accuracy, despite having fairly normal scatter values: Because their chance to actually apply damage to a model is tiny, because their AoE is tiny.
I don't really get what you mean by the "initial shot". All shots work the same, neglecting some buggier units like casemates where the initial shot is indeed less accurate.
Most vehicles are designed around this as a solution to problems involved with projectiles hitting terrain such as the Ostwind back in the day if anyone remembers that. Rather than take the time to actually fix projectile animations and terrain issues (many vehicles have different projectiles so they would have had to have dozens of projectiles to fix) Relic took the lazy way out and just decided for the projectiles to hit the ground and have it do AOE damage as their band aid solution to the problem since COH 2 is essentially a mod of COH 1 and they couldn't be bothered to put in an ounce of effort into the game compared to COH1.
Not sure about earlier patches of the Ostwind, but all AI vehicles that shoot projectiles work like this: They need good AoE. Technically, you could just give them higher accuracy and worse AoE and get similar DPS, but obviously this needs to be done depending on the calibre: A normal tank not really doing any AoE would just look weird. Those tanks had AoE in real life, so the game needs to model it like that. The Ostwind has a 3,7 cm canon. Those canons had fragmentation shots, modeling them like an MG would be weird.
Relic has indeed a lot of bandaids for terrain collision issues, but giving AoE to weapons is not one of them. Letting projectiles phase through objects definitely is, though.
This is not an issue for infantry as the bullets have a universal projectile and they only had to make sure that worked as intended as they could just "band aid" the rest of the projectiles in the game.
I don't know what this is supposed to mean.
To my knowledge, small arms are not even modeled as a projectile. The tracers on screen is just visual goodies. Damage is applied instantly, these work like "hit scan" weapons in shooters. MGs on vehicles use the same hit scan mechanic.
Now back to the Stuart. The Stuart uses the same projectile as the T-70. In fact both are almost exact clones with some slight differences.
Stuart AOE = 1.75
T-70 AOE = 2
Panzer IV = 2.5
Tiger = 4.0
When testing With the same Scatter Values as the T-70 the Stuart is still rather bad.
Testing with with the same AOE as the T-70 showed similar results
It took me a while to figure out where you got those values from. But this is not how it works, really. You've just picked the AoE radius, which is literally only one out of many stats to determine the overall AoE damage. It is true that units with large AoE ranges are obviously supposed to be better at AoE, but it does really not say anything by itself, because it does not tell how much damage is applied at that range or how the AoE curve looks like at lower ranges.
I have no idea where you make up claims like "It is around 2 AOE or above when you start seeing good Anti-Infantry performance". That's absolutely subjective. If you really want to criticize me above for neglecting a ~3% chance to hit infantry in an accuracy roll, you can't just put out a generalized statement like that. We've seen multiple units being buffed because their gun AoE was not good enough despite exceeding an "AOE of 2". There's so many factors playing into this.
E.g. these are the scatter area values and AoE values for both tanks:
MG damage comes on top of that. The T70 is better in AI because it less scatter area, a more reliable chance to hit and can actually chase way better. Needless to say it also fires quicker.
AoE is debatable. I'd say it is overall better, although we can semi-regularly see the Stuart wipe 2-3 models on a clumped squad due to the high near AoE damage.
The T-70 having -1 in its Range Profile basically makes it use the Near Accuracy most if not all of the time.
When testing the Stuart with -1 in its Range Profile being the only modifier changed suddenly the Stuart is on T-70 levels. Like night and day difference.
So the conclusion here is that the Stuart suffers greatly from essentially always being at FAR range due to its shite Range profile while the T-70 is almost always at Near Range thus making it significantly more potent due to the large increase in accuracy between Near and Far.
What is T70 level? What did you test exactly? And how?
I somehow doubt what you say. I have seen the T70 miss shots at other vehicles while being static, although that should barely be the case according to what you wrote. All other stat sites also report the stats differently.
^ then why ONLY Staurt got 30 range far instead of 40 ?.
I assume because Relic.
The previous engine shot ability was very close range. I assume they wanted to make the Stuart a rather close ranged tank for some reason, and the profile is just one thing that survived.