it has retreat and 5th man for the lack of shield and 5 less range
again i'm all in to make it a usf at gun with different abilities
At this point, it's so close to a normal ATG. Just make it a Pak or 57mm clone, it would solve almost every problem with the unit (stealth ambushes, retreat, hitting the ground a lot, no shield, etc.).
Am I wrong, or isn't the -20% DR actually a slight nerf for grens vs. infantry?
Current Vet 3 Grens: 4 models x 80hp x 0.7RA = 457.14hp
New Vet 3 Grens: 4 models x 80hp x 0.91RA / .80DR = 439.56hp
Unless I'm missing something, I'm not really sure what everyone's complaining about. It helps grens vs. indrect fire and random wipes, but it actually hurts them (by 3.9%...) against other infantry squads.
This is actually a really well implemented idea; it only does what it's supposed to do, with essentially zero knock-on buffs/nerfs.
Also, for reference, the exact number for no HP change would be -23.07% DR.
I THINK the sound bugs and no warning queues have to do with the game code design to not clutter your ears with 50+ game lines at the same time. So when your squad says "on the move" or something, for a set period of time you won't get a grenade warning etc. That's my interpretation at least on why this occurs. Older games did not have this QoL aspect, and instead you would get clusters of information at the same time. This explains why CoH1 wouldn't have this issue while CoH2 does. It is something adopted probably within the last 10-12 years of games.
Yea, it's probably limited to playing one voice-line at a time, to prevent really annoying audio stacking. That, or there's some very old "audio channel limit" issue; but I haven't run into something like that in probably 10+ years.
It wouldn't be too hard to test, but thinking about it, I you're probably right.
Rather than 150/15 for the two side techs and 200/35 for the Lt/Cpt, I'd like to see the unlock for the LT tier to be around 100/40 and include grenades but not the LT. The LT could be purchased for 280 once the tier is unlocked. The Cpt tier could be treated the same way so the "free" item would be the weapon rack. This would give USF much more options without changing tech costs.
That's actually an interesting idea. I'm not sure about the price, but the concept could be worth looking into.
Finding the right price might be tricky, though. Too high, and it's a reduction in options, since rushing nades or LT-tier wouldn't be an option anymore, and too low, and it messes with teching too much (and gives too much for the price). My guess would be 100mp/45f, since it's only slightly off of what grenades + LT tech - LT would actually cost (70mp/50f).
a faction with no moveable indirect fire (without commander) and tanks that are average = op.
Right now ukf power is in 1 unit and its IS
Yea, the problem isn't that they're OP/UP, it's that their design is so hinged on critical units that it's difficult to fix via incremental patches - a similar issue that OKW/USF have, although to a lesser degree.
Take for example Infantry Sections. I think most would agree that double-bren Vet 3 IS' are extremely powerful, and might need to be toned down. The problem is; how? If they're nerfed too far, UKF is useless, since they have no other mainline infantry, and because they have no other mainline infantry, they still need to scale from 0 to end. In general, UKF/USF/OKW need a rework that adds redundant, but weaker units, so that they're more inline with Ost/Sov, rather than having units that need to scale from minute 0 to the end of time. I.e. something line grens -> pgrens, Cons -> Penals, or Zis-3 -> Su76 -> SU85.
That, and they're just missing critical tools that vanilla factions have; Snipers, proper ATGs, mortars, etc.
Pop cap on Churchill will do very little. How about lowering its health and keeping its armor the way it is? It is way too much of a damage sponge still. Now you have literally the same efficient churchill, with a buffed cromwell and a buffed comet on the other teching route.
That, or lower its rear armor, which is currently at 180 - the same as the FRONT of the Ost Panzer 4. A while back most heavies were patched to have weaker rear armor; why not the Churchill?
Remember that this won't change BAR damage profiles, and the vast vast majority of damage at that point is going to be coming from the BARs exclusively. It's drops in the bucket at that point.
It actually works out to larger than it seems - it's an 18.8% increase in DPS at range 6, with a single bar it's a 12.85% increase, and with two bars it's an 8.4% increase. It's not massive, but it is about the same DPS increase at ranges 0-6 that you'd get from adding an extra model to the squad.