Doctrine Balancing (Asymmetric Warfare)
Posted: Sat May 18, 2013 12:19 am
I'd like to know what everyone thinks about how the doctrines are balanced. From what I've seen, there appear to be the "big four" doctrines that end with the main battle tanks, and Assymetric and Airborne are kind of left by the wayside. Note that I like all of the abilities in Assymetric and Airborne, but I think they are over-costed compared to the advantages of getting those main battle tanks later in the game.
I realize making new abilities takes a lot of work, so the below suggestions are based solely on the existing abilities, rather than changing abilities to new ones.
I also realize I'm new around here, but I've spent quite a lot of time in vCoH automatch and am very familiar with the vCoH game balance. If anyone would like to show me something I missed or provide a counter-argument in-game, feel free to send me a message and we can try to set up a time for a friendly 1v1 (I currently appear to be better as China than America though).
Asymmetric:
Pros: Highly versatile doctrine for those looking more for "support" and less for game winners or brute force. Global stealthed infantry ability plus elite infantry, amazing recon, and delaying tactics.
Cons: Everything is generally too expensive in terms of manpower or munitions, or comes too late to make the impact it should. No off-map (or on-map) artillery or abilities whatsoever aside from Logistical Warfare, which doesn't really count along those lines. No explicit anti-vehicle/anti-tank measures (I'm not sure the covert ops soldiers with a single PF-98 coming in at 6 CPs really count) Additionally, the U.S. CQC doctrine gets Green Berets at 3 CPs *AND* has access to the TUSK, while Assymetric is left waiting until 6 CPs to get Covert Ops soldiers.
Suggestions:
1. Drop the cost of Logistical Warfare to 50 or 60 munitions (60 is my preferred number) from 75 (it lasts 15 seconds on a single territory; very useful in many situations but not something I find myself saying "Yes, I want to spend 75 munitions on that!).
2. Decrease the cost of the RHS abilities somehow, and rearrange. It's 3 CPs for Guerrilla Warfare, 1 CP for the ZZC02, and 2 CPs for the Covert Ops. My suggestion is to drop Guerrilla Warfare to 2 CPs, then reorder as Guerrilla->Covert Ops->ZZC02. Increase the ZZC02's CPs to 2, maintain its cost, and increase the range of its abilities by 20% or 25%. After all, the player *is* giving up a Main Battle Tank and access to any off-maps, and they should be well compensated for that.
3. If the ZZC02 maintains its current place in the order, drop the cost of the ZZC02 to somewhere between 300 and 350 manpower, contingent on how large the accuracy bonus is (does anyone know?). This is a fully non-combat unit with light armor that dies easily. Its primary purposes (recon and accuracy assist), and the range on its abilities do not let it sit far enough back to stay very safe, and in general its utility (manpower-wise) will generally not match up to that of a Type 59D, which also costs 400 manpower. I realize the Type 59D also costs fuel, but the popularity of the tank in previous tournaments compared to the ZZC02, as well as what many players probably feel is a need to have access to a main battle tank to combat the Abrams and TUSK, really puts the ZZC02 in an awkward position.
4. Decrease the cost of the Demo Charges ability to 1 CP. This ability only works for Engineers and Covert Ops. Engineers are usually not going to be able to make use of it unless you load them in an APC and base-rush, or if the American player leaves his Barracks unprotected in a sector outside his base. SMG stealth CovOps soldiers with demo charges are absolutely nasty though if they sneak into your base...
5. 6 CPs seems a little late for the anti-air tank to be rolling onto the battlefield, but reordering may require buffing Logistical Warfare. 5 CPs may be okay (if Demo Charge CP price is reduced).
Summary: if everything above were done (prioritizing point 2 over point 3), Asymmetric Warfare doctrine would then look as follows:
RHS: Guerrilla Warfare (2CP) -> Covert Ops Squad (2 CP) -> ZZC02 (2CP; buffed from current state to increase range)
LHS: Demo Charges (1CP) -> Logistical Warfare (2CP, price dropped to 60 munitions) -> Anti-Air Tank
Total CPs: 11 (was 12) (For comparison, a CQC player can get both Green Berets AND a TUSK on the field at 12 CPs)
Thoughts?
I realize making new abilities takes a lot of work, so the below suggestions are based solely on the existing abilities, rather than changing abilities to new ones.
I also realize I'm new around here, but I've spent quite a lot of time in vCoH automatch and am very familiar with the vCoH game balance. If anyone would like to show me something I missed or provide a counter-argument in-game, feel free to send me a message and we can try to set up a time for a friendly 1v1 (I currently appear to be better as China than America though).
Asymmetric:
Pros: Highly versatile doctrine for those looking more for "support" and less for game winners or brute force. Global stealthed infantry ability plus elite infantry, amazing recon, and delaying tactics.
Cons: Everything is generally too expensive in terms of manpower or munitions, or comes too late to make the impact it should. No off-map (or on-map) artillery or abilities whatsoever aside from Logistical Warfare, which doesn't really count along those lines. No explicit anti-vehicle/anti-tank measures (I'm not sure the covert ops soldiers with a single PF-98 coming in at 6 CPs really count) Additionally, the U.S. CQC doctrine gets Green Berets at 3 CPs *AND* has access to the TUSK, while Assymetric is left waiting until 6 CPs to get Covert Ops soldiers.
Suggestions:
1. Drop the cost of Logistical Warfare to 50 or 60 munitions (60 is my preferred number) from 75 (it lasts 15 seconds on a single territory; very useful in many situations but not something I find myself saying "Yes, I want to spend 75 munitions on that!).
2. Decrease the cost of the RHS abilities somehow, and rearrange. It's 3 CPs for Guerrilla Warfare, 1 CP for the ZZC02, and 2 CPs for the Covert Ops. My suggestion is to drop Guerrilla Warfare to 2 CPs, then reorder as Guerrilla->Covert Ops->ZZC02. Increase the ZZC02's CPs to 2, maintain its cost, and increase the range of its abilities by 20% or 25%. After all, the player *is* giving up a Main Battle Tank and access to any off-maps, and they should be well compensated for that.
3. If the ZZC02 maintains its current place in the order, drop the cost of the ZZC02 to somewhere between 300 and 350 manpower, contingent on how large the accuracy bonus is (does anyone know?). This is a fully non-combat unit with light armor that dies easily. Its primary purposes (recon and accuracy assist), and the range on its abilities do not let it sit far enough back to stay very safe, and in general its utility (manpower-wise) will generally not match up to that of a Type 59D, which also costs 400 manpower. I realize the Type 59D also costs fuel, but the popularity of the tank in previous tournaments compared to the ZZC02, as well as what many players probably feel is a need to have access to a main battle tank to combat the Abrams and TUSK, really puts the ZZC02 in an awkward position.
4. Decrease the cost of the Demo Charges ability to 1 CP. This ability only works for Engineers and Covert Ops. Engineers are usually not going to be able to make use of it unless you load them in an APC and base-rush, or if the American player leaves his Barracks unprotected in a sector outside his base. SMG stealth CovOps soldiers with demo charges are absolutely nasty though if they sneak into your base...
5. 6 CPs seems a little late for the anti-air tank to be rolling onto the battlefield, but reordering may require buffing Logistical Warfare. 5 CPs may be okay (if Demo Charge CP price is reduced).
Summary: if everything above were done (prioritizing point 2 over point 3), Asymmetric Warfare doctrine would then look as follows:
RHS: Guerrilla Warfare (2CP) -> Covert Ops Squad (2 CP) -> ZZC02 (2CP; buffed from current state to increase range)
LHS: Demo Charges (1CP) -> Logistical Warfare (2CP, price dropped to 60 munitions) -> Anti-Air Tank
Total CPs: 11 (was 12) (For comparison, a CQC player can get both Green Berets AND a TUSK on the field at 12 CPs)
Thoughts?
