Maybe the reload speed is doubled when it's down to 1 man or separated or something. I'm trying to make it a kind of hybrid crew served weapon, but without some of the drawbacks like needing to set up / pack up the gun. Like the Raketenwerfer, but probably a little better because the unit would be more responsive and can be used offensively a little easier. Worse in range most likely though.
I don't think there's any issue with a 4 man crew being too vulnerable, that's the Axis standard. If you could tone down squad wiping across the board in, say, CoH3, I would even suggest 3 man weapon crew.
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Thread: AT infantry8 Jan 2015, 10:59 AM
In: COH2 Gameplay |
Thread: AT infantry8 Jan 2015, 06:08 AM
Ok so let's theorize. Assuming CoH2 equivalent mechanics (in terms of explosion damage and calculations and such), an AT team has 4 men. 1 has the rocket launcher. 1 is a loader. 2 Have rifles / spare men in the team. If you get down to 1 man, the squad does not wipe, but it is unable to reload after firing, assuming it is loaded. It can retreat at this point. Does that sound roughly fair? In: COH2 Gameplay |
Thread: OKW sdkfz 251/17 Flak Halftrack8 Jan 2015, 02:26 AM
I don't see Jacksons as much of an issue because they are themselves so fragile, however the IS2 would represent a major threat. Even so, it is as always a matter of balancing, it's entirely possible that despite those two being serious threats it's still a viable faction competitively, even in team games. At worst it could be a faction that is balanced in 1v1 and to some extent 2v2, but outclassed by the opposition in 3v3 and 4v4 (again, pretty much like USF and arguably allies as a whole!). I'm not convinced they wouldn't have units capable of dealing with them though. Even without OH / OKW allies. Ita has medium tanks with 47mm and long barrelled 75mm guns available for the time period. Few that ever saw combat prior to the Armastice, but some that kept on fighting under German command later on. It has a 75mm AT gun it could theoretically use. It even has a 90mm tank destroyer that was produced in highly limited quantities. And a 105 as well. A static 90mm AT gun / AA gun that was actually used existed also. Combined with various kinds of infantry, mortars, mgs etc, there is certainly the potential to actually have a faction that would be interesting to use and competitive. Let's not pretend like they've ever let the complete obscurity or lack of historical use ever stop them from including units in the game before anyway, so there's definitely room to use some of those "tanks that got delivered 2 months before the armistice then got used by Germans in Italy from then on". And units that were poor in RL but awesome in CoH, or vice versa. Naturally the best we could hope for from Relic is "Africa Korps, featuring one commander who uses some Italian ostruppen style useless idiot infantry!" In: COH2 Balance |
Thread: OKW sdkfz 251/17 Flak Halftrack8 Jan 2015, 00:51 AM
If they can design a faction like USF that is entirely lacking heavies, there's no conceptual reason why a faction with only light and (relatively rare) mediums like Italy couldn't be balanced with the rest of the game. Even if they had to use a couple of "borrowed" German units for doctrinal support and unit variety. It could work in the context of CoH2. For CoH3 they could actually break the mould and have the game be themed around 1942 with 1943 being the absolute upper limit. If they were REALLY bold they could have a 1940-1941 setting, permitting maybe even a French faction! It's only their own utter hard on for Tigers and Axis late war equipment that seems to be forcing them into this mindset where Germans are the only worthwhile axis factions. In: COH2 Balance |
Thread: OKW sdkfz 251/17 Flak Halftrack7 Jan 2015, 23:41 PM
Maybe if they stopped making every alternate Axis faction "The other Germans" they could avoid some of these issues. ![]() Asymmetrical balance should be something to give flavour when appropriate, not a religious dogma that forces you to design stupid gimmick factions that lack basic core units and compensate in strange ways. In: COH2 Balance |
Thread: [Speculation thread] So what's next Relic?7 Jan 2015, 04:40 AM
How do you segue North Africa factions with the existing ones? You don't necessarily. 1941 North Africa could be like a Theatre of War type deal. The factions would be like, Commonwealth + Italo-German forces. The multiplayer faction would be based on 1943 Italy stuff, which is similar to how the Soviets are based primarily around 1943. OKW/USF would be the outliers there being in 1944. In: COH2 Gameplay |
Thread: KV1?7 Jan 2015, 03:11 AM
I think the fuel is 100% fine, it's actually somewhat too easy to spam them IMO. Especially if you're not going for a T3/T4 in a team game, which is a feasible strategy. I wouldn't want to lower the cost! Pop cap reduced to 12 or 13 would be nice, but I'm not really crying myself to sleep because I can "only" have 3-4 of them in addition to a B4 and a couple of squads in the late game ![]() In: COH2 Balance |
Thread: Axis heavy armor needs nerf or Allied AT needs buffs6 Jan 2015, 08:52 AM
I really do feel like USF tanks and T34 for soviets would be a lot more effective if you only had to get a side angle shot to reduce the pen requirements, instead of basically up their tailpipe. Jackson would actually feasibly be able to deal with heavies if side armor was thinner. Flanking wouldn't always be a suicidal charge, lol. Even PZIV would be more effective as a counter to Sov heavies like the IS2 if they want to stall for that. In: COH2 Balance |
Thread: Favourite Unit?6 Jan 2015, 00:21 AM
B4 for the amazingly satisfying feeling of wiping out half a shrek blob in one hit. In: COH2 Gameplay |
Thread: Axis heavy armor needs nerf or Allied AT needs buffs5 Jan 2015, 22:56 PM
The lack of side armour is truly mind boggling. In a game where they waste precious cycles simulating blizzards that people hate, they neglect basic principles of armoured engagement. In: COH2 Balance |
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