Home › Forums › General Discussion › Balance Discussion › Combined arms and how it just does not work
- This topic has 4 replies, 4 voices, and was last updated 6 years ago by MeatShieldNZ.
-
AuthorPosts
-
-
08/12/2018 at 3:56 pm #7614Death_KittyModerator
Upon release, I think, as of now, this is the worst doctrine in the game. No other doc comes close. The reason is primarily:
- Over-reliant on infantry that just cannot hold their own in a fight. This is either because they are not meant to (partisans, engineers) or because their elite squads have so few models, and so get shredded by larger, better armed, German elite units.
- Hands down the worst Anti-tank in the game. Maybe they share this spot in the early game with SE, but if you lose your one tiger, all you have is an easily suppressed bazooka squad, a 57mm AT and a panzer 4.
- No AA until stupidly late in the game
- No arty until stupidly late in the game (no, a 250 muni airstrike does not solve their problems, not when using their elites properly requires buying 80-200 munition kits!)
- Stealth/Ambush mechanics don’t work in wikinger (also a problem that airborne has)
- Right now, the main issue is that you just cannot set a good ambush or stealthily move across the map. The tools are just not there.
- Snipers being able to detect camoed units that are not other snipers, regardless of “historical accuracy”, just breaks the game. It makes intel squads useless, giving germans/UK arty monopoly on recon in a lane just by putting a sniper in there, revealing ambushes, and my new favorite tactic, proning a sniper right before i go into a field with a tank, and slowly sweeping to check for AT teams. It works too! Simply put, this needs to be changed. Its broken right now.
- I don’t have 5 minuets for my guys to stealthily crawl past an MG trench. Dropping units into the rear of enemy lines more often then not just gets them killed, because maps in coh2 are just not that big, and often, there are few fields large enough to land in (easy to camp them, just grenade of mortar when troops just in). There needs to be an ability that allows units/docs that require ambush gameplay, like Aiborne, like this doc, to be able to move quickly, while still not be visible from farther away. It should be like the luchs ability, where the luchs has “careful movement”- not stealthed, but the luchs is not visible from farther away. It would make this doc usable, and it would allow pathfinders from AB to be able to do their job.
Until the stealth issues are resolved, this doc just cannot make up in any way for what it loses. I cannot recommend playing this doc in any team game.
-
08/12/2018 at 5:15 pm #7615OlhausenKeymaster
Hi Death Kitty: like always thanks a lot for the complete report. Lets talk a bit about your point:
a. Worst doc. I disagree with this point. You can easy win an early game if you use correctly your cheap partisans. In the mid game you have really good commandos and SAS. For the AT capabilities you have: Planes/Churchill Croco/Centaur 95 indirect fire artillery. Then basically you have all that you need. Maybe not the best AT one but a very good one in all around.
b. Dont understand about AA. You have now Bofors with AA mode.
c. About ambush, I am agree with you. I will implement some changes for snipers in the next hotfix until the end of the year.
Cheers
-
08/12/2018 at 6:28 pm #7616Death_KittyModerator
I think you misunderstand me a bit. This doc could be good. I just think the stealth mechanics and snipers revealing units is what holds it back.
Also, the fact that you need to go down so many command point trees can really hamper you. Like you said, you use resistance early game, commandos and SAS mid game, but these are all different trees. Ive noticed luchs and flack halftrack are particularly good against this doc. the commandos with their 4 and 5 man squads and the weak resistance get shredded very quickly.
All I’m asking for is to give more mobile stealth to the resistance, commandos, maybe SAS, AND pathfinders and paratroops from Airborne, as well as taking away the snipers stealth detection.
-
-
13/12/2018 at 7:06 am #7655123nickMember
one thing i agree on is the tiger- until all call-in tanks get rebalanced, with say, limited # of call ins, or other limiting factors, then the tiger should be the same with these call ins- as in, infinite number of times, and should also not cost fuel, as the other docs do not. it is odd how the FFI vehicles requires fuel yet are call ins, but others do not. i also think the FFI captured vehicles unlock could be changed to be specifically tanks- IE, captured panzer 4 and captured tiger call ins. the captured 251 halftrack with 2cm gun should, in my opinion, not require this high CP unlock to get, as it is not as strong as these other two vehicles; it should be an inherent ability of the partisan HQ once you tier up to unlock the 2cm halftrack.
personally, the ability for partisans to infiltrate from buildings might be a nice additions- say, a maquisard ambush squad with SMGs but low total squad member count, that spawns from buildings and is called in by the jedburgh, and maybe even with a captured AT ability of some sort, might help out the doc.
a cheaper , default airstrike available without CP unlock and for a cheaper price, but less destructive potential- say a westland lysander small bombing strafe (in SD44, the westland lysander works as a recon plane which drops very small bombs) available for the jedburghs to call in(with the covert operations unlock), and/or a MG strafe for the SAS to call in without CP unlock, might help this doc with aggressive actions.
a couple balance changes to the commando load out, while possibly unnecessary, might also help- i was thinking of changing the vickers K load out to be only the vickers K, but costing 70 or 65 munitions instead of 80, but it has no stens, to make the american load out more useful (your getting a BAR instead of vickers K, so the thompsons better be worth it, and it costs more aswell.) the german load out seems fine- it is very high DMG potential, with captured STG and MG42. maybe it should include captured bundle nade, to further make it the peak equipment load out and worth its price. a captured shreck AT load out might also be interesting for the commando squads, or maybe as an upgrade for the 10th french AT squad.
the tanks are, imo, decent enough, if very expensive. the FFI panzer 4 makes up the closest thing to the standard tank , but you have other, much more expensive options; the cromwell centaur has a cheap 55 muntions barrage which is helpful, but 690 manpower for a tank that dies in 2 hits, despite how versatile it is, is a big investment. the AVRE is good, i just wish its 290mm was a reliable stun on enemy heavy tanks, and maybe did a little bit more dmg, and a lot more dmg vs concrete bunkers (should be able to 1 shot a panther turm or commando bunker, imo). the churchil crocodile is also in a nice spot, it is an anti infantry vehicle and i think it does that job quite well. maybe if it had APCBC rounds similar to the lowland infantry churchil, balanced out by the fact there is no ability tree unlock to make the APCBC rounds free, and maybe also combined with a smaller ability duration.
-
18/12/2018 at 9:58 pm #7674MeatShieldNZKeymaster
Tiger will stay as a one time call in, its just suspending reality too much for the FFI to have constant Tigers.
We cant use the Lysander offensively as it is not a physical model, so therefore cant be countered.
I agree the Commando’s could use some small tweaks to make them more attractive and once ambush mode is modded this should help this doctrine overall quite a bit.
Will look into the AVRE as it doesn’t seem to performing correctly, yes should be a guaranteed stun imo. Very poor penetration due to being a low velocity anti bunker “dustbin” round but the quantity of HE alone should do more to tanks and crew.
-
-
AuthorPosts
- You must be logged in to reply to this topic.