This just makes me relieved Relic makes assymetrical games and ya'll aren't making games cuz otherwise they'd be mirror match Dune warcraft aoe or starcraft style RTS games.
You are the one arguing against change…
Standardized tanks what on earth, its CoH
I recall the Panther having 60 range when CoH2 was released. Even if we standardize the range there is still lots of differences:
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The camera position in-game should be updated. Every player should have a camera position from south to north. I think playing as north hard to others.
Excellent ide, but it needs coding. Something for the CoH3 wish list. 😊
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I presume when you say "MP44" you mean "MP40"? "MP44" is just another name for the STG. What exactly would this solve? Yes MP40. I corrected the error. THX.  |
Upgradable Tanks
Balance Suggestion to encourage full teching: Remove some om the veterancy abilities and upgrades form the tanks and make the upgrades purchasable when all tiers have been build/researched.
Wehr (Skirts upgrade, HEAT Shells)
OCW (Skirts upgrade, HEAT Shells)
Americans (76mm gun, dozer, HVAP M93 Shells)
British (Churchill into ARVE or Flamer, Tulip Rockets)
Soviet (Make T34-85 doctrinal when all tiers are constructed)
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I do like 5man Tommies standard, mortar stock for UKF, su76 to 50 range and then balanced from there, and the recon flares change.
It was not intended for general balancing. Its OK to like some or part of the ideas.
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Tank Destroyer Standardization
All armies should have medium tank destroyer and a heavy tank destroyer. In terms of availability and cost efficiency each unit should be designed to counter a specific set of targets. This is how I envision the unit tiers:
Heavy Tank Destroyers (Range 60 - 200 damage)
Jackson, Sherman Firefly, SU-85, Panther
Medium Tank Destroyers (Range 50 - 160 damage)
M10, SU-76, StuG G, Jagdpanzer IV
Heavy Tanks
Health divisible by 200
Medium Tanks
Health divisible by 160
Heavy tank destroyers should do 200 damage and have a range of 60. In terms of targets, all heavy tanks health should be divisible by 200. This will make the heavy tank destroyers more cost-efficient vs the heavy tanks without improving the efficiency vs medium tanks. The health of the panther should in term be brought down to 800 and the armour should also be significantly lowered. The machine gunner could be removed to emphasize the tank destroying nature of the unit.
Medium tank destroyers should do 160 damage and have a range of 50. This means nerfing the range of the Jagdpanzer IV and the SU-76. The SU-76 should, however, have its damage increased to 160. Currently the Brits and the USF does not have a stock medium tanks destroyer. The M10 should be given to both of those amies as a stock unit (this alleviates the problem of the Jackson/Firefly having to counter to all armour)
The Puma range should be brought down to 40 to prevent it from countering all light tanks. At the same time, it should be made available to Wehr as a stock unit.
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All Armies
Here are some quality of life and balancing ideas for all the armies
Infantry Attacks
Stop infantry from auto attacking tanks with small arms.
Stop infantry from auto attacking infantry with AT weapons (Panzerschrecks, Bazookas, Piats)
Only One Weapon Upgrade
The user interface does not support showing more than one upgrade. This makes it difficult to see the capability of the units. Weapons like BARs and Bazookas should adjusted in price/performance.
All Snipers
Snipers should be limited to 1. Dual sniper will always be cheesy and a balance problem against 4-man units. Also change the automatic kill so it only applies to shots from cover. This will limit the kiting run and gun play.
Recon Flares
Make flares extend the sight of units in the area instead of flares being an uncounterable recon option.
4-Man Assault Squads
4-man assault units should gain Zeal to compensate for loss of DPS
Assault Engineer, Airlanding Officer, Partisans, PZ Grens, Stormtroopers, Fallschirmjäger
Americans
Flamethrowers
Rear Echelon Troops should always able to upgrade with flamethrower (loose increases to squad's size)
Lieutenant
Order a single unit to Sprint/Fire Up
M10 (Medium Tank Destroyer)
Always buildable for USF
British
M10 (Medium Tank Destroyer)
Always buildable for the British
Tommies
Make them a 5man squad - The current boost option has proven impossible to balance.
Standard Mortar
Always buildable for the British
Emplacements
Should only be available in doctrines (they are weak without doctrinal support and too good with the right commander)
Soviets
Penal Battalion
Make them strong but unable to reinforce - requires merge from conscript.
SU-76M
Change Damage to 160. Nerf range to 50
Ober Commando West
Wolksgrenadiers
Upgrades with MP40 instead of StG44
IR Halftrack
Make the halftrack able to spot snipers on long range.
Wehrmacht
Stormtroopers
Make them upgradeable with infrared StG44
Puma
Always buildable for Wehr - Nerf range to 40
Rearrange Anti Infantry Panzers
Place Stug E in T3 (non doctrinal)
Place Brummbär in T4 (doctrinal)
Place Ostwind in T4
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Snipers should be limited to 1. Dual sniper will always be cheesy and a balance problem against 4-man units.
Also change the automatic kill so it only applies to shots from cover. This will limit the kiting run and gun play.
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Though I haven't had the time to do it for all allied tanks yet, this comparison for the IS-2 should outline the general trend at least...
Once again, thx for crunching the numbers. I’m a bit surprised that the S2K a 4 man squad is only 10% faster. From these numbers it seems like the IS-2 pretty good balanced across squad sizes.
One question though: When calculating T2K are you starting the time at 0 shots? If we disregard the time to rotate the turret then engagement basically starts when the first shot is fired. With that in mind, should the T2K not be counted after the first shot instead?
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The comparison is based on the number of shots (S2K) and required time (T2K) to kill a full-health, 6-man squad in either "wide", "stacked" or "clumped" formation (Fig 1) at ranges 5, 20 and 40 m.
Thx for crunching the numbers. Could you also do the calculations for the time to kill a 4 man squad for the allied tanks?
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