The Vickers K change just feels... wrong. It is an LMG, like it literally has lmg in its name. And every other lmg in the game is most effective at long range. The BAR is an automatic rifle, so its ok to have a different profile.
Yeah the Vickers K change is weird, if anything the Bren Gun is more like a BAR and a Vickers K is more like an MG 42. I fully understand why it was done but if they need to be differentiated I'd probably make the Bren more close and mid range oriented and the Vickers K mid to long range oriented.
Personally I think the Vickers K being a general weapon was a mistake, and it would have been easier to differentiate them if it was an upgrade for Commandos, as Commandos were the main (only?) users of the Vickers K LMG. |
Overview of old versus new line-ups:
Commander Balance Patch 2021 Spreadsheet
These changes seem pretty good, I really like that Soviets are getting an artillery barrage at last, the B-4 in Tank Hunter tactics earned a chuckle as well. The only one I question is replacing Shock Troops with Assault Guards in Anti-Infantry Tactics, unless it was meant to be a slight nerf to the commander by replacing Shock Troops with a less durable but still capable unit. The M2HB in Lend-Lease is also weird because the Soviets did not use it aside from the ones that came with their vehicles, and even then they often replaced them early on because they were concerned the foreign ammunition shipments would dry up. |
What if Infiltration was reworked to function without buildings?
You have a circle like the paradrop icon, you click an area, there's a "build time" while the unit infiltrates, and when it's done it spawns camouflaged in cover. They'll spawn as a full squad with their fully armed. This way they're less like a one-click shock unit and more like an actual infiltrator. |
I still think that STG volks were overall a mistake (and so was the new panzerfusilier design) and 6 men volks with no upgrades, grenadier kar98k and buffed combat veterancy and veterancy
RA bonuses would have better fit OKW throughout the entire game while leaving the main role of AI to the actual units meant to
Volksgrenadiers were literally issued more MP 40's and StG 44's than Kar 98k's, although in real life it was usually MP 40's due to a shortage of StG 44's. A typical Volksgrenadier Platoon was 1 Rifle Squad, 2 STG/SMG Squads. |
Any other unit you lose has to be rebuilt, why should a top-tier heavy tank be an exception? |
You can point out that the T-34-85 has 800HP and the Panzer IV Ausf J has 640, but people always ignore that the T-34-85 has 160 armor and the Panzer IV Ausf J has 234 armor. Virtually every weapon has a high chance to penetrate a T-34-85, and it takes longer to get one back into action than a Panzer IV Ausf J.
If there is a discrepancy between the T-34-85 and Panzer IV Ausf J, rather than nerfing the T-34-85, then the only acceptible solution should be to reduce the armor on the Panzer IV and increase the health. |
All we need is the addition of Italy and the African front.
+1
In a game about unit preservation, why include the Japanese? They have an even worse reputation than the Soviets!
They also couldn't really match other modern armies on land. They will be even more special snowflake-y than OKW if you count their experimental units (which were still worse compared to other nations for the most part) that never saw combat. Their army, navy, and airforce were all eventually outclassed by the Americans, so what would their strength even be?
Finally, I don't think naval would translate well into CoH. Does anyone else like swimming Sturmtigers that can hit half the map? Because that's exactly what a battleship might be. That sounds unfun to play against - howitizers are frustrating enough.
Now, if it was China vs Japan, that would be a much more interesting matchup.
Hell yeah give me that 1942 Eastern Europe and North Africa war, I want a battlefield where the M4 Sherman tank and the Panzer IV Ausf F2 are the baddest motherfuckers around, and the T-34-76 is a damn good tank. |
quite simply- factional design is the reason. ost has been designed entierly with the idea of squishy infantry. you cant simply remove that and expect there not to be waves. look at how much salt comes from an extra man on cons, who are SUPPOSED to be durable, and imagine that on a squad that isnt. an extra model is a MASSIVE change and part of the reason the brits will never be balanced. you cant just slap an extra man on and call it a day. especially not when the entire identity and balance of a faction is based around specifically NOT having extra men to slap on
They're not even squishy, until the Brits they had the lowest target size, their cost is reletively cheap. If you look at them model-by-model their Kar 98's are almost as good as Semi-Automatic Rifles as well, they're certainly competent units. It's only their squad size which keeps them down. |
They had this in the beta for the game, it was massive aids. You can still see it in some spots in the campaign. Flat barbed wire patches they troops crawl under really slowly.
Really fun when the enemy puts that on a red cover road and you retreat through it....
I remember Soviet Barbed Wire. |
OST/OKW (multiple docs) LeFH "Counter Barrage" replaced with something else. The amount of damage this does with zero user input is a bit much. Perhaps replacing it with something like a "precision barrage", where it fires 1-2 rounds (with more delay between them) but with half the scatter (and a shared cooldown).
That would leave a real sour taste in my mouth considering they removed Precision Barrage from all Soviet artillery for being overpowered years ago. If it ever comes back, it should be for the ML-20 and possibly Mortar and Katyusha. To bring it back to Ostheer, even in a less powerful form, would just be insulting.
All they really need to do is have Counter Barrage rapidly barrage the area where a gun fired from. I feel like tracking targets through the fog of war is 100% not intended. |