I approve of the Ostheer P4 and Panther performing on the level that the OKW P4 and Panther does. But at the same time, the vet and costs may not translate so cleanly.
As far as side skirts, I'd kind of prefer they be a munitions upgrade rather than a vet bonus. For either faction.
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Post History of ZombiFrancis
Thread: Swap PIV&Panther OKW to WEHR4 Apr 2017, 00:55 AM
In: COH2 Gameplay |
Thread: GCS Balance Preview3 Apr 2017, 19:55 PM
Have you tried playing around with increasing the suggested target and last target values? I think it's called last target... If it is high enough the unit will default track and aim whatever it targeted last... which is often the suggested target. If they're high enough you can, say, tell a tank to target something and do all sorts of movement commands and it won't change target. The turret will continue to track the last suggested target. I think the only issue I faced was turrets remaining where they last saw their target after combat, but that seemed like an easy enough fix. In: Lobby |
Thread: Axis anti tank run is to fast-strong-always gets kills3 Apr 2017, 17:30 PM
Maybe so, but remember that custom matches are not included in player cards and arranged teams fall off and disappear. Those of us who don't spent our time I automatch don't always have the player cards that ladder players want stroked. I don't think I've played a single 1v1 automatch with brits but I've played plenty in custom matches with and against friends. Never would know that from my playercard. In: COH2 Balance |
Thread: (2) Winnkendonk w/ historic background 2 Apr 2017, 21:27 PM
Excellent map! I love these types of maps that actually attempt to replicate real world places. The biggest thing I can say for the map gameplay wise concern territory sectors. I do like how the cutoffs to the fuel work, but the map may not be as dynamic as a result. (That said, Semois was one of the most popular vCoH maps and likewise not nearly as dynamic as, say, Langres. This isn't necessarily a bad thing.) Suggestion for an alternate territory layout: ![]() Essentially features a harsher cutoff and with more contestable munitions. It may even be less dynamic that what you have currently, but it could work well considering the map is so open. Great efforts so far! In: Map Sharing |
Thread: Graphical design suggestion about Penals2 Apr 2017, 20:55 PM
The differences between Guards and Penals are now that one has grenades and DP-28s and the other has AT Satchels. Whatever the unit is, these upgrades and abilities have to be juggled around. Personally, these days I want Soviets to have a T1 infantry unit using: Guards Mosin Nagants, or something roughly equivalent. Have the Guards grenade, unlocked from a grenade package upgrade. Either from a unique upgrade, from a merged molotov/AT nade upgrade, or just unlocked when both molotovs and AT nades are upgraded. Access to AT Satchels, perhaps unlocked through an upgrade that also unlocks Demo charges. Can be upgraded with DP-28s. Could possibly be a global fuel based upgrade mimicking vCoH BARs. I'd like to see a doctrinal unit: Armed with SVTs. Can get PTRS. Gets molotovs and AT nades as conscripts do. 0-2 CPs, depending on if PTRS arrive with squad. Conscripts need stock PPsH upgrade no matter what the case. In: Lobby |
Thread: Volksgrenadiers Change2 Apr 2017, 18:07 PM
I actually don't oppose a semi auto fire StG version. The thing is, it would end up being a further different version of StG, occupying a role of no other StG. (Although the notion reminds me of vCoH volks. They have a squad member with I think an mp40 on semi automatic fire, set to function just like the others' Kar98ks.) First mod I made for CoH2 featured StGs that switched to short burst fire at 25+ range. Gave the Pgrens a comparable long range ability on par with a Gren's Kar98k. But anyway, the thing is that currently StGs already give VGs a slight increase at long range. Volks Kar98ks fire very slowly at long range. This is why the StGs actually increase their DPS at range. Reducing the StG's damage at range would help, but won't solve the problem, due to the StGs staying with model drops. I wonder if it is possible for Volks StGs to be of a LOWER priority for the squad than their rifles. That way, once they lose two models, their DPS won't maintain. Five MP40s, even special volks variety MP40s would be preferable IMO. (Perhaps even give them the incendiary nades, and normal volks the potato masher instead.) The biggest implication would be Volks v Conscripts and the overall OKW v Soviet matchup. In: COH2 Balance |
Thread: Volksgrenadiers Change2 Apr 2017, 17:27 PM
I think it is apart of it. It's not a side tech but a part of teching. Unlike weapon racks or grenades that are separate research upgrades, access to StGs is incidental. Problem: Agreed. I dislike the special versions of the same weapons as well. It's acceptable for the various Kar98ks and Mosin-Nagants for example, but not so much for upgrades. So many different StGs. Problem: Five StGs might prove to be too much, but there is another SMG that the axis has that might suffice... ![]()
Something like Rear Echelon's volley fire? When a squad has something other than RE carbines, it actually causes suppression. (In an old mod I gave it to Penal Battalions when I exchanged flamethrowers for DP-28s. It worked kinda like PE g43 suppression.) In: COH2 Balance |
Thread: Graphical design suggestion about Penals2 Apr 2017, 15:57 PM
I get what you mean and I'd say 'sure, go for it' but at the same time Penal Battalions, commanders with Guards, and Soviet T1/T2 have all have balance and design issues. That said, when those kind of changes are warranted, I see reskinning or altering the theme of Penal Battalions being entirely appropriate as a part of a solution. I've felt that straight up swapping Penal Battalions and Guards would work well for the faction. Rename any commander with 'Guard' to 'NKVD'. ![]() In: Lobby |
Thread: Volksgrenadiers Change2 Apr 2017, 15:38 PM
ST44 is a bad design and most issue derive from that. On the other hand VG is the only think that hold OKW in the game and the offender on the other side of the fence are equal if not even worse. StG was just a replacedment for Panzerschrecks. As such, they are timed for when Volks needed a form of AT to handle light vehicles. The implications of the StG timing was never really considered. (As the goal of the time was to break volks schreck blobs, not redesign OKW or fix their matchup against Soviets.)
I don't have too much of a problem with sandbags themselves. What I do find a bit suspect is the ability for sandbags to be built up against things like VPs. (Although for that IMO VPs should always be rotated 45 degrees so that that their corners are facing the lane/HQs.) The 'free wire' in the cap circle does give a pretty strong advantage to volks and cons. But that's another issue entirely I'd say. Pios building sandbags is just fine I think.
They should cost fuel. It worked well for vCoH with BARs, (and sorta with panzerschrecks with PE). I think the weapon racks are kind of a nod to this notion. Munitions upgrades should constitute a more role change: AI to AT, rifles into SMGs, getting LMGs (mobile to stationary), etc. VG are meant to be weak mid to close especially vs Riflemen/Conscript the St44 cover that weakness on the other hand the Riflemen should be weak long range so the LMG should not be available to them either or Penal should not have that much DPS far. I think riflemen LMG is less of a problem if Volks are getting access to something that gives them a mid-close range edge. Penals SVTs are broken in that they don't have an aim time multiplier for range, so they rapid fire just as much at range as they do at close range. They are also the only infantry that gets a cooldown buff when moving. (Multiplier of 0.5 instead of >1.) Imo small arm fires for mainline infantry should be redesigned keep in mind the principals of weapon profiles and relative positioning. IMO, pre-patch Guards were the most balanced allied infantry. Without PTRS or DP-28s they performed closely to how I'd want a squad of infantry to perform against both axis factions. With PTRS they tended to out-muscle Axis attempts to rush a counter. Volk with MP40 if want close range combat Yup. Would've worked out well for the faction. That would also allow for Obers to actually take over a role from volks and give OKW a unit that can flank and try to clear team weapons. In: COH2 Balance |
Thread: Contest: New Maxim vet1 ability2 Apr 2017, 15:09 PM
Vet 1 abilities are kind of annoying IMO. They constrain all vet bonuses to just vet 2 and vet 3, which makes vet feel clunky and sudden. "Just got to get to vet 2" has been a problem for a ton of units in this game, and just this last patch featured spreading out vet 2 and vet 3 bonuses into vet 1 and 2 respectively. No reason why this shouldn't be the case for the Maxim. In: COH2 Gameplay |
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