Zooks for con/penals in Lend Lease
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Assault guards should be a normal call in infantry squad, with an upgrade that provides them with 1/2 bazookas. I would also like to see them get a special ability to make them more than just boring shocks. (maybe suppressive fire or tactical advance)
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Bundles are bad, I thought we learned this back in 2015/16 when dual t34/85s were nerfed?
Assault guards should be a normal call in infantry squad, with an upgrade that provides them with 1/2 bazookas. I would also like to see them get a special ability to make them more than just boring shocks. (maybe suppressive fire or tactical advance)
Bundles in the sense of "Getting (Or, rather, being forced to get) multiple units with a single purchase" are bad, yes. Bundles in the sense of multiple "passive" commander abilities sharing the same slot is fine, though, and that's what's being suggested.
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Bundles in the sense of "Getting (Or, rather, being forced to get) multiple units with a single purchase" are bad, yes. Bundles in the sense of multiple "passive" commander abilities sharing the same slot is fine, though, and that's what's being suggested.
Sorry, that's what I meant, bundles as getting multiple units at once. I was more agreeing with Crecer and elchino.
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Sorry, that's what I meant, bundles as getting multiple units at once. I was more agreeing with Crecer and elchino.
Ah, fair enough, my mistake too, then. I definitely agree with the three of you on that front, there isnt a single Bundle Callin in the game that shouldn't be reworked into separate abilities, you're forced to buy things you really don't want in order to access something you do... this is most aggravating when part of the bundle is something you can build nondoctrinally.
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And I agree that the bundle should be separated. I mean sure, considering that you get an M5 and an assault guard squad equipped with tommies without any munition investment it is a good price for 1-2 call-ins, I mean you can turn one M5 into AA and keep an another for reinforcing, but then the rest becomes a burden. And even if the M5 was replaced with some other HT unavailable to soviets it would be still a burden when you just want more assault guards.
Separate them, make the thompsons a munition upgrade, it will be more expensive this way but not many will miss the discounted bundle, I'm certain.
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Scrap the M5 and let Assault Guards be a call in infantry with access to Elite Zooks? Adjust whatever other thing is necessary.
Could be an option.
Either upgrade for the thompsons or elite zooks.
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Alternatively keep the bundle, take a M3 instead and make both units buildable at base once you unlocked the bundled call-in. The M3 with its repair ability would add a lot of value for Soviets which didn't have vehicle crews for repairing. At USF it is way less useful for this reason.
If the fuel drop would be standardized to german supply drop in addition (coming from your base, dropping at munition point), this commander would be really playable again.
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At this point zook drop wouldn't even be that far fetched, considering soviets could already equip other soviets with SVTs and brits drop vickers and piats for everyone.. Bundles are not necessarily bad, but the units within should be replaceable. Consider the bundle as an unlock fee and thusly allow the units within to a bit stronger than their timing might otherwise allow as an individual unit.
And I agree that the bundle should be separated. I mean sure, considering that you get an M5 and an assault guard squad equipped with tommies without any munition investment it is a good price for 1-2 call-ins, I mean you can turn one M5 into AA and keep an another for reinforcing, but then the rest becomes a burden. And even if the M5 was replaced with some other HT unavailable to soviets it would be still a burden when you just want more assault guards.
Separate them, make the thompsons a munition upgrade, it will be more expensive this way but not many will miss the discounted bundle, I'm certain.
In essence. Buy the bundle then you sre free to build the units from the bundle as you see fit. But you must purchase the bundle to get access to the individual units in it.
This would work regardless of what halftrack is installed in the commander, but would obviously be more attractive and interesting if it wasn't a halftrack the soviet already have stock...
Would work nice for the guards though!
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Current Vet
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Scrap the M5 and let Assault Guards be a call in infantry with access to Elite Zooks? Adjust whatever other thing is necessary.
For normal Penals, giving them cloak and replacing their satchel with the PTRS Con AT-nades would make them a lot more viable. Maybe let them make tank traps and the 15 muni stun mines. None of this would help Penals when used offensively but would help them when playing defensively.
Alternatively, just give them the same ability to slow a vehicle like Guards have - a 30 muni ability that slows tanks for a bit.
I'm not sure I'd want them to have any other buffs. Most AT infantry is terrible at AI so I think Penals should remain that way.
For Penals in Lend Lease, giving them two elite Zooks would make the doctrine better.
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For normal Penals, giving them cloak and replacing their satchel with the PTRS Con AT-nades would make them a lot more viable. Maybe let them make tank traps and the 15 muni stun mines. None of this would help Penals when used offensively but would help them when playing defensively.
Isn't this just making them into PTRS conscripts, basically? Cloak and the AT grenades would improve them Offensively, incidentally. As weird as the AT satchel is, its almost purely "Defensive" due to its extremely short range.
Alternatively, just give them the same ability to slow a vehicle like Guards have - a 30 muni ability that slows tanks for a bit.
Preferable, but simply handing them Button makes them a bit too close to Guards (And Guards use their DP28 to button tanks, it'd be odd for Penals to be able to do it without an LMG). Surely there must be design space for a somewhat different utility ability? An actual (but short-duration) stun caused by volley-firing their PTRS? An ability that causes debuff to a Tank's armour?
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Isn't this just making them into PTRS conscripts, basically? Cloak and the AT grenades would improve them Offensively, incidentally. As weird as the AT satchel is, its almost purely "Defensive" due to its extremely short range.
Preferable, but simply handing them Button makes them a bit too close to Guards (And Guards use their DP28 to button tanks, it'd be odd for Penals to be able to do it without an LMG). Surely there must be design space for a somewhat different utility ability? An actual (but short-duration) stun caused by volley-firing their PTRS? An ability that causes debuff to a Tank's armour?
It would make them a lot like PTRS conscripts, but those are in one meme doctrine only, and PTRS cons have terrible surviveability.
I like the idea of a stun, but would worry about people making a chain of stuns and having it be like the old TWP. If they did make this change, it would have to be 2 seconds at most with a much longer cooldown.
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I would also like to see them get a special ability to make them more than just boring shocks. (maybe suppressive fire or tactical advance)
In the Campaign, Shock Troops have an ability called Fire Superiority in which they target fire on an enemy squad to suppress them, whilst walking toward them. This was originally in Multiplayer as well, but was removed for reasons that are not listed in the patch notes (early CoH2 was practically still in development at this time). Would be pretty sweet to see Assault Guards get this, and might be a nice wave at US Airborne's Tactical Advance which also uses the Thompson but deals extra damage instead of suppression.
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