Company of Heroes 2

Company of Heroes 2

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Winter Balance Suggestions
   
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Item Type: tuning
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111.750 KB
Dec 9, 2016 @ 5:06pm
Jan 8, 2017 @ 10:24am
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Winter Balance Suggestions

Description
USF Changes:

Moved mortar team to LT tier.
M20 armor skirts adds 140 health instead of 80.
M20 base health reduced 40. (200 from 240)
Reduce initial Lieutenant squad fuel cost by 20. (30 from 50)
Increase Weapons rack cost by 10 fuel. (25 from 15)
M1919s also require weapons rack upgraded.
Increase Captain cost by 15 fuel. (75 from 60)
AA HT fuel cost increased 10. (60 from 50)
AA HT manpower cost reduced 30. (320 from 350)
M20 fuel cost increased 10. (30 from 20)
Lieutenant comes without BAR, may purchase BAR for 50 muni.
Lieutenant loadout uses Riflemen rifle instead of Captain thompson.
Lieutenant unlock upgrade time increased to 70 seconds from 60.
Major unlock upgrade increased by 5 fuel. (125 from 120)
Major unlock upgrade time decreased to 50 seconds from 60.
Rear Echelon can lay mines once upgraded with minesweepers.

This fits into Light Vehicles Scope by affecting light vehicles and their upgrades, and adjusting the timing on two thirds of USF's stock light vehicles. The increase in weapons rack cost and m1919 requirement could be ignored, but are intended to offset consequences of a cheaper LT.
This fits into USF mortar Scope by affecting the USF mortar directly in its timing and placement.

Combat effectiveness of each unit is unchanged, except for the M20 which has had its health adjusted slightly before and after side skirts. It will survive two tank shots once upgraded. The Stuart remains unchanged and ultimately only delayed by 15 fuel than in the current live game.

The key thing here is that this strongly incentivizes LT tier for both a quicker light vehicle and effective team weapon access. However this fuel investment in LT tier denies/delays access to the Stuart and more importantly the AT gun. A USF player that capitalizes on an early M20 can push for a fast Sherman quicker than through the Captain, or effective Axis play may increase the need to go Captain for that AT gun. It is my hope that the lure and utility of the mortar and M20 is enough to create a flexible metagame for the USF.

Ostheer Changes:

Grenadier panzerfaust damage to 120 from 100.
Grenadier panzerfaust deflection damage multiplier to 0.8 from 0.45
Chance to induce a damage engine critical changed to 50% health from 75% health.

M20 without skirts dies to 2 fausts. Side skirts requires three fausts. This also means that T70s take 3 fausts to kill. (Unless self repair is popped and manages to heal 21 health before the third.) This may be give grenadiers enough of a possible deterrent from yoloing light tanks to maintain a presence on the field so they can get wiped by a stray rocket. ;)

I also made a few changes to the Volksgrenadier faust because I couldn't help myself.
Volks grenadier faust to 120 damage from 100.
Gave the volks faust the same 5 damage explosion on deflection that the grenadier faust has.
Vet 4 faust unchanged: still deals 160 damage
Health to damage engine unchanged, still 75%
Didn't give it the 5 damage explosion.


I was hoping to squeeze in the time to adjust Soviets within the Scope of the patch. It would be to have penals get molotovs in addition to conscripts with the HQ upgrade. Furthermore I was hoping to tinker around with having the molotovs be thrown like volksgrenadiers' incendiary nades once they hit vet 2. (You know, not slow and terrible like.)

The other thing that I don't know how to accomplish exactly but I have been meaning to for a great long while is to make Satchel Charges also function like sticky bombs did in CoH1 when targeting vehicles. Preferably it'd be great if it didn't 'land' on the vehicle it would miss and hit the ground, rather than home. But it's a GREAT mechanic that really is missing in CoH2. And the Satchel Charge really isn't odd to be used in that fashion. It'd be what Penals really need to make them a core unit of the faction. Conscripts with at nades, merge, commander upgrades (PTRS, PPSh) still fit into their role along side them.

For Guards I'd just make them not arrive with PTRS. Then give them a 50 muni upgrade to get (or replace) their PTRS.

Lategame Wehrmacht Infantry Scalability is a tougher one to deal with. It's my opinion that the above changes are more than enough to give Ostheer the breathing room they need for a more balanced match. I think there's a lot of things that can be done for Ostheer, but they all require stepping beyond... the Scope.
2 Comments
[WS]ZombiFrancis  [author] Dec 11, 2016 @ 12:00pm 
The ongoing saga...

At least I'm doing it for fun. Can't be so srs.
PeanutButterBreath Dec 11, 2016 @ 9:50am 
Fixing COH... one workshop item at a time.