Yes another one of these.
Since i came back to play after a long break and playing company of heroes I have come back to the game and I have many ideas I would like to share. My only gripe is that is relic actually listening or not. Either way These are the changes I would personally like to see. Im sure theres more than what I will write, but I will put the main ones in that I would like to see changed.
Doctrines that apply to the same unit cant be stacked. You choose one for one unit, it locks the rest out for that unit. It makes certain units too strong, rangers in particular.
Diminishing returns or stun immunity on certain units from certain units. Ie a Super heavy getting stunned by s scrapped Boyz squad. Or a 300 power Predator getting stunned by a scout flash grenade. Does not really make sense.
Rear armor damage Its currently way too high and should be lowered i think dont quote me but i think its 250% damage on rear armor currently.
Can only reinforce from a structure that is in proximity to a controlled point with a listening post. This may void a certain doctrine. But placing a barracks down immediately at the start of the game or right outside someones shield generator just has to go. If you want map control with a reinforcement point, then you should have to fight for it.
A third armor type for objectives shield gen, turret, power core, and the recorces you receive for destroying them
Currently backdooring with drops, or webways is extremly strong, and leaves no time to react, and stop. And removes a large amount of map control advantage, an advantage which has been the way you win in relic games since the very first COH. A third armor type, that recieves no damage modifiers from any type may solve this and buy more time. Additionally, with shield generators in particular, the amount of recourse you receive from destroying one should be lowered to around 250/50/0. Going all in on a shield gen and getting refunded and putting you and /or your team way ahead makes the game snowball too fast.
I would like to see half of eldars shields removed, and the amount of shield removed added to their health pool. Eldar under battle focus don't bleed, but orks and space marines do bleed. Making for a clear imbalance. Removing half their shields will keep their eldar feel, but they will bleed more and therefore have to replace their losses the same as orks and SM.
This may make eldar weak to the point where at the moment their shields and health combined is far inferior to other races units of the same tier, so some adjustment to their health value might be needed but without testing its not easy to know.
Ranger spam is currently out of control, a direct nerf to doctrines will undoubtly not be enough to fix them.
Firstly I would change stealth, so if the ranger is in combat, he may no longer stealth untill he is out of combat for 10 seconds. Stealth is a toggle ability, with a 10 second cooldown between toggles.
Rangers sight range reduced by 20-30% out of stealth. Sight range in stealth 100%.
This would mean one ranger could be used to spot in stealth. Stealthed rangers would be able to get one shot off before their sight is reduced. Meaning that you can hit and run with them, they remain a scout unit in stealth, but cant destroy everything if the spotter is killed. Counter play is currently none existent, but with these changes if the spotter is killed, they cant continually shoot from max range.
Gotgutz heal from waagh doctrine makes squads reinforce for free when gorgutz is deployed. This again is a clear imbalance where other units of other races dont get to reinfoce for free, or atleast not as common as a waagh tower being used ( space marines banner T3) , and theres no counter play to it. On a side note vehicles also repair under this affect. Where other races must repair the old fashioned way. What I would propose is the doctrine is completley reworked, or the amount healed is lowered.
**Vehicles from scrap ( escalation phase 3 and above ) **
Currently this value is set to 50% of the Mek shop cost. Which in itself is insane. The ability to make vehicles from scrap makes the orks feel very unique to play. But what i would like is there do be some stat reduction on damage or health or both, if you are paying 50% for something. The numbers just dont add up in long games and makes orks extremely strong, too strong when 20+ minutes comes along. This could only apply to scrap generated from waagh towers even. Scrap left out in the field actually has some counter play to it by disabling the gretchin, or destroying the scrap.
**Turret scrap ( Big Mek) **
The ability to create a turret formed from the scrap left behind by ork vehicles when the big mek is deployed. This ability is far too strong. And again, no counterplay. If a vehicle is destroyed, every unit in the vicinity is slowed and takes damage. Impossible to disable, no counterplay. I would like to see the slow removed, and if the scrap generating the turret is destoryed, then so is the turret, and the ability is stopped, or countered... fair?
The most imbalanced thing I find with space marines, is true damage asms back dooring, doom drops on objectives and tactical spam. Other than that they are the weakest race both in early and late game.
With the changes to the other races I propose and the changes in general, should indirectly buff space marines, and weaken spamming of one unit, tacticals and backdooring. Tactical spam is currently needed to be done in the current state as it gives enough momentum to pile drive through your opponent. But with the changes to eldar and orks I think removing the stacking of doctrines should work ok. You would either have fire on the move, or you would have grenade, but never both.
That is what I would like to see changed. Tell me if you agree or disagree.