Basically, it gave practically the same vision as using focused sight (±75 maybe a bit less). Nowadays it's 49 (35 * 1.4). If we make it simple, it would probably be a 2.0 multiplier.
So he is not so far from the actual values, as the cost was increased almost to double as well. (20 > 35)
While we might think it was necessary on the Su85, it doesn't correlate with the power level of TWP as a vet1 ability. At that point, no one complain about it and we were still struggling with bugged TWP (OP when it worked).
Tracking should be detecting VEHICLES, not infantry beyond LOS. AND it should not be the SU85 vet1 ability.
Some infiltration units (Partisans and JLI) are extremely cheap for what they offer. However, as Miragefla briefly explained, the issue is more general, and has to do with infiltration units.
That could be one solution.
Another solution which would allow infiltration units to spawn from any building, without being completely hair-tearingly annoying would be the following:
- All infiltration units spawn with default rifle weapons (like Stormtroopers), and NO ABILITIES
- In order to get access to their hard-hitting weapons and abilities, the infiltration units will have to complete a combat pack upgrade
- The upgrade costs NOTHING but takes 30 seconds to upgrade
- Infiltration units that currently get no stealth no stealth at Vet0 (e.g., Falls, JLI), get a rudimentary version of stealth at Vet0, similar to OST camouflage (if you move, the stealth is gone).
The idea is that you spawn your unit, you keep and them stealthed somewhere while you research the upgrade. Once the upgrade is done, you can use your unit as intended. This forces the player to pre-plan their infiltration attacks, rather than pull yet-another infiltration unit out of their arses in mid-combat.
I'll rather have this. On top, then you could balance the unit to be useful and cost effective besides just the alpha damage it could cause from spawning in.
I'll start saying that the only change the current Bofor needs, is a barrage range reduction. Anything from 80 to 60/75 would do it. Cause this will make OH mortar "immune" to it's barrage.
I also think that emplacements in general, besides pounder, should require more input from the player. Once you know where and when to build them, there's practically no difference between a rank 10 or rank 1000 player.
Fixing the 2nd mortar from the pit but reducing auto attack to 100 (equal to 120mm and Leig) but leaving barrage range at 115 (as now) would be a good middle ground. IDEALLY we could also see light shells back (reduce damage but increase range).
Having said that, what i'm saying is that you approach the problem from the wrong way.
-First of all, it's the random issue. If you don't plan on carrying and trying to coordinate with your random teammate (remember that you are a random as well for him) your chances of winning are doom despite what type of opponent you are facing. When playing randoms despite of game, you are guaranteed losses which you can't do anything about it.
-You purposely focus on the long game, when that is an alternative, not the only way of playing as axis. You say you can't beat it as OH without tanks, but what about the early game? Osstruppen, sniper, 222, FHT.
Focus on what you can improve and do, rather than think that doing the same thing would work against all type of strats and opponents.
did you forgot that dat was done when vet didn't work right ?
Reinforced models didn't inherit squad offensive bonus (at that time, then they also screwed other def bonuses), so a squad which didn't lost models didn't lose vet.
I have yet to be provided with a solution that can consistently beat a bofors and the only time I can beat it is when the british player doesn't set up shop w/ mortar pit and at guns and only then can I consistently beat it with OKW.
I have literally tried every suggestion on this forum and nothing works well. The bofors does not have a counter (edit) that the british play can't easily adjust to.
This is the key. What are you doing while he is setting all those things. There's a difference on playstyle between how you should be fighting if no emplacements (how much units, fast tech, cancer commander on load out) and after emplacements. Neither is unbeatable (specially if you know what to veto).
1 For God sake, why was it garbage!? It was interesting, worked good with faction mechanics and it was veeery nice balanced.
2 I don't understand people here. vCoH's veterancy was bad, uniqe interesting doctrines like Elite or SU Industry were bad, Coldtech was bad... Everything, that made that game interesting and cool is bad.
1- As it has been explained before: if we talk about vcoh, it was "fine" on 1v1, anything above was broken. Veterancy also had different power levels. Brit/PE fomented blobbing, and you know the opinion of everyone about blobbing.
Been different, doesn't necessarily mean BETTER.
2- P2W is bad. The problem is not the concept rather than the implementation.
Elite: instead of giving x amount of XP for certain fuel + mp it should had been.
-For X amount of resources, for Y amount of time, units gain Z% more xp through combat. It foments aggression and the opponent has tool to counter it (stalling).
-Upgrade a unit: increase mp drain but unit gains vet faster.
The point is, veterancy MUST be gained, not bought. Regarding the Tiger Ace, it should cost mp and fuel, no drain, more popcap, maybe start with the increased vet2 range and utility/aura/skills oriented.
Industry:
Toggle with a long cooldown upon deactivation.
Coldtech:
I will remark, the idea is not BAD. How they implemented it was atrocious. It was a half baked concept just to sell more copies. See it as "levolution". I'll like seeing it back IF: