A big consideration is how the new armies will play in regards to the current two armies. Soviet AT will not cut it in its current iteration.
A big focus for us moving forward is making sure all four armies play well with one another. |
Cover volumes are intentionally larger to resolve this issue. If you were to open the debug cover view, you would see that its fairly easy to position your infantry in cover given the size of the cover volume. It is exactly the same size as it was in COH1 for reference. |
It means both the Penal and Shocks will do more damage, about 5-8% more.
It also means Shocks won't be punished as much moving in for the assault, as their moving accuracy is now 0.8 vs. 0.5!
We want Penals to perform slightly above cost given their placement in tech and some of their limitations. i.e. they aren't as flexible as Conscripts. Hopefully this improves their viability and better solidifies their role in the meta. In addition, a satchel can now take out a bunker in one go; adding a bit of extra utility to the unit. |
We're tracking the efficiency output of Pioneers, if they over perform we'll know and make adjustments. Thanks for the response sluzbenik, I'll check out the replay tomorrow.
A major factor/intent with the Pioneer change was to make them viable to diversity the potential openings for Germans. It sounds like that goal was been accomplished; however, we don't want to swing things too far to the other end where that specific strategic becomes too dominant. Like I noted above, we'll keep our eye on it. |
We appreciate everyone's feedback, what we need is replays to demonstrate some of the issues people have identified. For example, if Pioneers are beating your Conscripts 1v1 that isn't intended, but we need to see a replay to see how things unfolded. If you run into an ambush with your Conscripts and fight them at point blank, or your squad is half health, then that might explain the situation better. Its very easy to misconstrue an issue unless you psychically review the replay to understand the scenario better.
We will respond if players can provide concrete examples of issues occurring in game. This isn't a closed door, we are open to feedback.
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Worst case scenario you could always throw a molotov in front of your conscripts to deny the assault grenadiers cover. Works like a charge. |
Just a few notes.
Pioneers and assault grenadiers have different variants of the MP40. Same weapon profile, assault grenadiers are scaled up.
Same thing applies to conscript vs guard mosin, guards have a scales up rifle.
Pioneers so not scale well into the late game. They get poor combat veterancy which is meant to counter balance their base performance.
The biggest piece of advice I can give to players struggling, make sure you aren't fighting battles where you are out gunned or out numbered. If you see a Grenadier with an LMG, one conscript will not cut it. If you see two Grens, make sure you have 2 or more conscripts. If you see an assault grenadier charging you, sprint back as his ability will now be on cooldown. Pair up your conscripts so you can kite the SMG unit to death. |
Did the panther shoot at the building? |
Assault Grenadiers are 1 armor as well, the official notes have been updated. |
Assault Grenadiers actually have 1 armor, the notes mistakenly left this detail out.
A number of valid concerns have been raised, we want to stress the fact that you as the community play a large part in improving the game. If you have a concern, please create a post detailing the issue and provide any supporting evidence to help advance your claim. Replays are always great, if all else fails you can always challenge me to a match to make your point. |