Yes. And to Mobile Defense that just got the MOP added.
Realized that since it has Command P4, it can use light artillery
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Yes. And to Mobile Defense that just got the MOP added.
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Breakthrough
To encourage the use of this ability which requires fuel, a reload bonus is being added to allow vehicles to make an aggressive push.
Command Panzer IV
The Command Panzer IV is receiving a smoke shell to allow it to support an assault or cover a retreat. The CP requirement has also been removed to allow the Command Tank to arrive when the Support Armor Korp or the Heavy Panzer Korp has been built. The Command Panzer IV has also received two new veteran 1 abilities to replace Blitzkrieg for this test. One of the two will be decided as the final ability at a later date.
Forward Resupply Station
Converts a garrisoned building in friendly territory to a Forward Resupply Station. Converted buildings have 6 Pioneers that will repair vehicles and reinforces nearby infantry.
Provides a +15% reload bonus to owned vehicles that are nearby - radius of 25
Costs 200 manpower and 45 fuel
Requires 5 CPs
Grenadier Jeager Light Infantry Package
Given the frailness of Grenadiers who rely on fighting at range, the G43 upgrade was often a downgrade to the unit, especially in late game scenarios against most infantry squads. To compensate for this weakness, the Jeager Light Infantry Package will now provide a survivability boost to Grenadiers and also give them a standard Grenade for offensive and defensive use.
Osttruppen
With the recent changes to Osttruppen, they no longer require their LMG being restricted behind the final tier upgrade.
Panzer Tactician
Panzer Tactician is gaining a slight delay to its activation to make it slightly harder to instantly block line of sight against anti-vehicle weapons.
Strategic Bombing Run
Carpet Bomb over a large area in a line; roughly 40 meters
Drops a mixture of HE and incendiary bombs
250 Munitions
Plane immune to AA fire.
12 command points
Festung Armor
Command Panzer IV replaced with Panzer IV Ausf. J
Festung Support
LeFH replaced with Command Panzer IV
German Mechanized
Mechanized Grenadier Group replaced with 250/1 Halftrack
Storm Doctrine
Riegal AT mine replaced with Jeager Command Squad
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So many changes, so many good ones!
Here are my favorites:
1. Riegel finally removed from Storm commander and replaced by Jaeger Command unit. YES, YES, YES!
2. Luftwaffe Supply: Shit, the commander is so good!
3. Festung Armor: only 1 change but one with a big impact! Commander looking really good now!
4. Commando P4: Please stick to the mark target ability; it's really useful and it encourages to use combined arms because the P4 cant use this ability for itself.
- Reduce the CP requirements for smokebombs to 2CP to bring it in line with the OKW ability
Things that still need to be done:
- At least 1 OST commander should get the Tank Commander upgrade considering that Germany's main tank forces were on the eastern front and most of his aces served there. I think it would fit well to Blitzkrieg (replacing Tactical movement then)
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Personally I'd put Stormtroopers in Storm doctrine.
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Just FIY mark target for command p4 doesn't increase damage so it doesn't make a deadly combo with Elefant. It only reduces armor (should be good vs heavies when you go T3 with p4s/stugs) and increase chance to hit the target.
We decide to add light artillery barrage rather than OKW tank commander off-map so it couldn't be so deadly and it won't be use to destroy abandone teamweapons.
Smoke shot should help in advancing your infantry, blind enemy mgs etc. just like cromwell and comet do. It should share the cooldown with panzertactician. If not then it's a bug.
At the end if CM P4 will be overperforming we might resign from 1 of those abilities and also how passive buff will work with stuff like hull-down etc.
About the Rigiel mine, we think how we could marge them or spread them across other commanders. Any idea would be welcome.
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Stormtroopers are already in 3 commanders. Jeager command squad only in 1. That's why we decided to add more rare unit.
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Mobile defence Puma should be 4 CP
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Yeah I agree. I feel like the puma comes in way too late. I was discussing with some CoH2 players and they say what's the point in getting the puma from mobile defense? By the time you reach 5cp you have enough fuel for a panzer 4
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I like the changes to the G43 upgrade for grenadiers, however I feel like VSL grens are not going to be used as much now. IMO you still need to be fighting at range with VSL grens and they no longer have their survivability bonus. Maybe they should get 2 stg44s instead of just one? idk I'm a noob so don't take my opinion too seriously
Hello, this is my suggestion based on observations for a new addition as a unit to the Ostheer commanders in the next update.
Now my idea was originally revolving around giving a unique King Tiger to the Mobile Defense Doctrine as it already has an OKW lend-lease sort of theme going for it and plus after the Puma changes and now also the removal of the Osttruppen it loses it's appeal even more if you ask me, but it could also be placed in other doctrines as well I suppose.
This could be an Ace or Command variant of the tank with an S-mine launcher, similar to the Sturmtiger's one which would be a new ability for the Ostheer and also a smoke pod ability similar to the Sherman's one.
The reason for these 2 abilities being that the King Tiger, like the late Tiger Ausf. E and Panther Ausf. Gs had this little contraption mounted on top of the turret: https://en.wikipedia.org/wiki/Nahverteidigungswaffe
Without trying to pronounce it's German name, it's basically a small turret mounted grenade type launcher that was operated by the loader using a periscope inside the turret where he was safe. He could load and fire either a smoke or s-mine type explosive grenade, as well as a flare one but I guess that's not really needed here (?).
As for the theming, King Tigers, like Tigers, were for the most part put into Heavy Tank Battalions, the Wehrmacht ones numbering from 501 to 511th, the Waffen SS ones from 101st to 103rd and there were also side units that used these tanks like an organic battalion of the Grossdeutschland Division, a company of the Panzer Lehr and a bunch of other riff-raff units.
Kurt Knispel, the top tank ace still in the world was part of one of the previously mentioned Heavy Tank Battalions of the Wehrmacht, the 503rd which was deployed first to Normandy in 1944 in anticipation of Operation Overlord, and then redeployed to the Eastern Front in Hungary where it was renamed to the Feldherrnhalle Heavy Tank Battalion, part of the Division and later Panzerkorps of the same name.
So it makes sense in the theme of the doctrine being OKW troops and material being transferred from the West to the East in that regard at least.
Anyway, it could maybe replace the Command Panzer IV or the Osttruppen instead of the Observation post instead in my opinion.
Welp, that's about it. Just wanted to throw my idea out there for people to toy around with maybe for the Mobile Defense or other doctrines possibly for the Ostheer.
Cheers.
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Yeah that's why I decided to make the KT suggestion.
I'll throw in my idea here again of an Ostheer King TIger for one of their doctrines like Mobile Defense or Festung Armor
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Why the King tiger? Ostheer already has a heavy tank, the Tiger. And, The tiger Ace is already very similar to the king tiger, as it has spearhead.
If any one unit is going to be swapped with OKW, should it not be the Jagdpanzer IV? It would bring a lot more diversity to the table, Ostheer does not have a 60 range tank destroyer.
Tldr
Ostheer already has a heavy tank, so why add the KT
Ostheer does not have a 60 range TD, add the Jagdpanzer IV?
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The OKW already had the King Tiger as well but they added the Tiger to it so why not? More faction diversity in what options you have, plus like I said it wouldn't be the same unit but a unique one with it's own new special abilities that are nowhere else to be found in Ostheer.
As far as a 60 range TD goes, then what is the Elefant/Ferdinand exactly?
But overall I agree with you on the Jagdpanzer IV, I just don't really know a lot about it, where it was deployed and so forth while with the KT there's the theme of the 503rd Heavy Tank Battalion being transferred with their King Tigers from Normandy over to the Eastern Front in Hungary and it fits with Mobile Defense in that regard at least of having OKW things be transferred over to Ost.
While the Tiger Ace is pretty much just a regular Tiger but with some more HP from what I know, starts at Vet 1, costs more and has Self-repair, can't upgrade to an MG and so forth. While a King Tiger would have a bit more armor, would be slower, somewhat the same price so again, they're not going to be the same unit and they're going to fit different strategies and tactics.
If you want to use a KT as a regular Tiger I mean good luck with that lol.
Tiger is more balanced in terms of speed, armor and armament while the KT is heavier and slower, like a fortress/bunker on tracks, again fitting the "Mobile" part of "Defense".
Edit:
Forgot to mention, the King Tiger could use the Tiger/generic heavy tank voices for the Ostheer similar to the OKW Tiger, not sure if it can be done for the Jagdpanzer IV in the same way.
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The Elephant is a 70 range limited to 1 heavy tank destroyer, it has very little in common with the Jagdpanzer which is 60 range and limited to one.
The king tiger and tiger do have their differences, and they are not small ones, as you have pointed out.
Seeing the Jagdpanzer swapped before the king tiger makes more sense to me though as it provides more of a difference to current Ostheer units thank the KT.
And there is no historical accuracy with the game really. There are KV2s who’s las combat was in 1943 fighting King tigers who first saw combat in 1944.
And, Ostheer has the Ostwind of which only ~53 were built, in very late 1944, as a stock unit.
Safe to say, historical accuracy is not a consideration :- p
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And again, nothing against the Jagpanzer IV, but I'm not sure if it will fit with the current voice lines while for the KT it'd be easier like I've already mentioned.
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[...]
About the Rigel mine, we think how we could marge them or spread them across other commanders. Any idea would be welcome.
[...]
For assualt grens - their sprint from the start gave them big advantage above all infantry, which allow them to win all early fights, it was fair to lock it behind BF1.
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Thx for the update, very appreciated!
About the Riegel merge:
1. Option: MOP + Riegel (new ability:251 Support Package): SR and MD
2. Option: Entrenching Tools (Osttuppen doc)+ Riegel = new ability: Defensive Tools
3. Option: Stun Grenade (Elite Doc) + Riegel =new ability:Tactical Support Tools
About the Assgren nerf:
Yes, their sprint made them strong in the early game but every unit needs a window of opportunity, right? The unit falls off so hard in the midgame and was only good against Soviets. It's doctrinal, costs 280 mp and is helpless against light vehicles. The unit has so many drawbacks that the strong start was justified imo. I just fear that the unit is dead for a long time without changes which would be a shame.
But maybe there is a way to make the unit more attractive without the problems it caused before the nerfs!
Just to throw out an idea:
- Make the unit stronger but increase the CP requirements to 1 or even 2. That would mean that Wehr players had to build t1 and the unit could not dominate the early game anymore. It would also prevent the ultra fast t2 build with flamer HT that caused so many problems.
With 1/2 CP requirements the unit would complement gren builds but not replace grens. It would have the same power level like the Jaeger Command Squad but act like a elite shock unit.
Proposed changes:
- CP requirements increased to 1 or 2
- Cost increased to 300
- Only 1 unit allowed on the battlefield
- Unit size increased to 6th men
- other buff
This is just one idea. I'm very optimistic that you guys could find some cool ideas of your own to make the unit more interesting if you decide to increase the CP requirements. I think this path offers a lot of advantages: It would prevent the problems the Assgrens caused with sprint in the early game but would still make the unit viable (and right now it's not viable.)
Maybe these ideas are helpful for the team- looking forward to the 1.1 version!
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