Currently with the sector artillery being bugged and the decoy arty being used madly by the AI I have taken a break from CoH (well, the summer is here too, that counts a lot). Anyway I had a game last night and had a chat with the people I was playing with and they all had one grievance with the balancing in CoH, particularly with OF.
I used to think the Brits had it easy with the Arty and the Churchill Crocodiles but it seems players have not only become able to counter the Brits but now its impossible for such things as 25pounders to be built and even trenches have become useless due to flame weapons being in abundance to all infantry except the Brits (The British did use flamethrowers in WW2, however, not just on Crocodile tanks).
To this there was a lot of ranting from the allies, I was PE and happily bettering the poor lads on the other side with my assault troops and not even bothering making any tanks because shrecks are so good against Fireflys and Cromwells.
Anyway, it ended with everyone stating what needs to change and I did not want to reach the conclusion they met without a consensus from more people, thus I have posted on Relics own forums to see what you would change if you had the chance.
To keep it easy to read, lets form our answers like so...
1.
I would replace: Decoy artillery with Typhoon strafing-runs.
Reasons: Currently the decoy artillery is not really effective as it can be dodged easily, if you are trying to save your troops from a King Tiger or a Puma the decoy arty simply means the Axis player will move forwards towards the troops and after that the troops are all alone. Also, why should the British have a less powerfull off map ability when the American airborne have three types of aircraft runs and yet they have RRs too.
Feasibility: The Typhoon is already in game, but only on the single player, it would be a simple case of using the same coding as the P47 strafing runs but with rockets and machine guns.
2.
I would add: The 57mm to the list of available Glider HQ call ins.
Reasons: The 57mm was a British weapon, the Americans have it (they also have the crab flail, that was British and the Americans did not use it). It also would justify the Glider HQ, the commandos are supposed to be more mobile and a bit like the Airborne, you are not classed as mobile if you have to still bring in engineers to support Commandos behind lines to build an emplacement, you also can't build emplacements in out of supply sectors and trenches are too easily overcome.
Feasibility: Change the name of the 57mm to QF 75 mm and fit it into the HQ Glider call in list, put the weak PIAT fireteam into the standard Glider and possibly give them one more Commando to their fireteam.
3.
I would change: The Pumas armour
Reasons: To be more realistic, in game it is very effective against infantry and yet it can also rush allied positions due to its speed and ability to take quite a bit of damage. My Wher team-mate in my last game proved to me that the multiple Puma / Shreck squads rush is still a tactic that plagues the game as it is cheap, the Pumas can rush the infantry and run away from tanks taking multiple shots and surviving wile the Shrecks can deal with the tanks with ease.
Feasibility: Hopefully a config change is all that is needed in this case. The Puma is just an armoured car, the armour should represent that, or else the Humber could make an appearance and own a Panzer IV in the same way.
Discuss and tell me some things you would change.



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. Lets keep it simple the Brits don't need a nerf. Tbh none of the army's to me stand out as needing a nerf. For me most things need to be carefully buffed, mainly for me elite troops that just aren'y elite. KCH, commandos and storms - rangers are fine really.
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