Here's a quick summary of what a CoH3 refined & feature complete system could/should look like as to reach all the CoH pillar goals: Spectacle, Informed Tactical Decision & Team Work.
AA:
Plane Icondisplayed ontop left screen corner: showing plane damage & what planes are on the field: Red - enemy planes ; Blue allied planes w/ strafe, loiter, high altitude bombers icon differentiation. We will finally be able to track the progress & efficiency of AA units.
Smaller Target Zone for low level planes: strafes & loiters
Loiter Attack Cancel caused by AA fire: a plane doesn't have to be shot down to cancel its attack, it will divert from target due to incoming AA fire depending on if he's getting shot at (30% chance, when under 50% health for exemple). But on the next pass, it may manage to strike. This is to prevent Plane carcass littering the field, this isn't good for immersion. This is mostly to help Loiters be less oppressive but still rewarding and easier to balance. In this light, Loiter attacks could be buffed, especially concerning.
Plane Crashes:
Green Cover from Ground-Fixed Plane Carcass after crash/physic simulation - if possible.
Pins infantry or suppress on impact area (I'd prefer it killing a cple models)
Slight Damage or Crew Shocked to Vehicles
Balance:
Wehr Anti-vehicle strafe for 120 munis is essentially worthless, too slow to come in & deals virtually no damages to tanks or light tanks.
P47 loiter (SSF battlegroup) needs a damage buff versus infantry
Standardize damage on 3 AA types: Quad guns (halftrack & wirbel), Single Gun (pheasant, bofor, crusader AA), heavy AA gun (flak36/88) -- if that's not already done, if it is, then the issue comes from planes HP perhaps.
Standardize Plane HP on all loiters & strafes to be the same. Then only variable should be the AA damage output corresponding to the vehicle, and the player, informed by the plane icon displaying their respective HP, will stop being frustrating. Monitoring/Information is crucial here it seems.
@retro bowl I goit it! The goal of this system is to meet the core pillars of Spectacle, Informed Tactical Decision, and Teamwork, by introducing refined mechanics and improved balance for air units and anti-air (AA) interactions. Below is a summary of the key features and improvements.
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