Commander Update Beta 2021 - Ostheer Feedback
Posts: 615
Defensive doctrine should be defensive, etc. While you are balancing the doctrines make sure to keep in mind:
PLAY STYLE
Tailor commanders to player style, not just balance
Posts: 159
Well, the M42 IS just a soviet copy of the Pak-36, so that's probably doable. The recoil mechanism looks a little different between the two guns, but I don't think it's anything noticeable. Retexture the thing and you likely couldn't tell it wasn't a Pak-36.
Given that the CoH2 250 model is almost exactly the same as the CoH1 version (Except for a couple of pieces of stowage, and a couple of vision slits... and the Textures, obviously) this is also likely doable without looking even slightly out of place.
Again, the only impediment being Relic preventing such asset importation.
No, M42 is not a copy of the 37mm Pak. M1932 19-k is.
I do think you can retexture the skin of the arties. I have seen (years ago) camouflaged zis-3 using special skin.
Posts: 789
If we were able to implement custom models the 250/22 as an upgrade for the 250 would be an option to replace the Puma in OST doctrines. It would mean there is no need to be concerned about separate balancing for the OST and OKW Puma, and the unit itself would be a better thematic and mechanical fit to OST.
I wonder if the unit could be approximated using tools we already posses?
EDIT: This unit, coupled with the 250 HT, would pretty much define "Mobile defence" as a doctrine. You have vehicle mounted PAK and MG42 support!
:_ )
What could be done if relic would unlock the modding tools like they were in vCoH
Posts: 194
One could change it into an actual area denial barrage by adding heavy suppression onto the airburst shells, lowering their damage and improving the accuracy.
Once a target zone is selected every squad that moves into it, gets more or less reliably pinned, but does not suffer too many casualties. Maybe add a vehicle blind to it, so it isn't useless against vehicles, or remove targeting for vehicles. It should have a clear advantage or tradeoff compared to the regular barrage. In this case, you would trade effective area denial for killing power. But to make that work, the airburst shells have to be very accurate and fast.
Also right now the normal shell disappears very late so you see the normal shell disappearing mid-air.
Posts: 69
tighrope's video on OKw and Ostheer (37:00)
https://www.youtube.com/watch?v=sN71ko2jO14
Posts: 17914 | Subs: 8
Im not to impressed with the New G43 Grens For a 60 munition g43 Grens as shown in the video below are easily beaten by single bar riflemen, and struggle hard against 7man cons. I think giving grens access to a 3rd g43 will make this upgrade more viable
tighrope's video on OKw and Ostheer (37:00)
https://www.youtube.com/watch?v=sN71ko2jO14
Single BAR rifles are still more expensive and 7man cons arrive much later.
Both have all right to win these engagements.
Grens were always meant to lose vs rifles, the only difference is how badly should they lose based on distance, its how it always was.
Grens will never be self reliant infantry that beats opposing infantry, because they were never balanced that was in context of their faction. Just because you chose to not make the best sniper, HMG or
earliest reinforcement HT does not mean they suddenly don't exist and shouldn't be taken into account when balancing a unit.
Posts: 69
giving Grens a 3rd g43 is not going turn them into super solider they will still struggle against Bared up rifle men and will 7 man cons will still have the advantage at range over g43 grens.
Posts: 17914 | Subs: 8
giving Grens a 3rd g43 is not going turn them into super solider they will still struggle against Bared up rifle men and will 7 man cons will still have the advantage at range over g43 grens.
You sure?
It turns PGs into absolute beasts and its just a side grade for them.
Posts: 69
You sure?
It turns PGs into absolute beasts and its just a side grade for them.
Pgren use different g43s then Grenadiers
Pgren g43 dps
Range 0: 13.262
Range 15: 7.079
Range 35: 4.103
Gren g43 dps
range 0: 10.763
range 15: 5.399
range 35: 2.277
https://coh2.serealia.ca/#65
Posts: 17914 | Subs: 8
Pgren use different g43s then Grenadiers
Pgren g43 dps
Range 0: 13.262
Range 15: 7.079
Range 35: 4.103
Gren g43 dps
range 0: 10.763
range 15: 5.399
range 35: 2.277
https://coh2.serealia.ca/#65
You've missed my point.
Posts: 1594
You've missed my point.
Which is? Panzergrenadiers get a stronger G43, and are already a "CQB" oriented squad. Three G43s for them is not the same as three G43s for a squad that is otherwise optimised for mid/long range combat, especially when the second squad's G43s are significantly weaker.
Conscripts got a fourth PPSH in this newest update, is that going to suddenly turn them into supersoldiers? Four is even more than three, after all.
Posts: 449
You've missed my point.
What was your point exactly? The Gren G43 is nowhere near as strong as the Pgren G43, and Pgrens are a better base squad anyway. And what do you mean it's just a sidegrade?
Posts: 1594
And what do you mean it's just a sidegrade?
I assume because they have slightly worse damage than Pgren STG44s... which isnt really true given that they lose so little damage while moving (Which is something Pgrens will be doing a lot of).
In most realistic scenarios the Pgren G43 upgrade is just that; an upgrade.
Posts: 789
Single BAR rifles are still more expensive and 7man cons arrive much later.
Both have all right to win these engagements.
Grens were always meant to lose vs rifles, the only difference is how badly should they lose based on distance, its how it always was.
Grens will never be self reliant infantry that beats opposing infantry, because they were never balanced that was in context of their faction. Just because you chose to not make the best sniper, HMG or
earliest reinforcement HT does not mean they suddenly don't exist and shouldn't be taken into account when balancing a unit.
The MG42 is no longer leagues above all other HMGs, snipers aren’t used, and neither is the 251.
If things aren’t being used it’s because they are not worth using.
So how are these things that are not being used making up for weak grenadiers?
Osts win rate is fine so it’s obviously balanced, but evidently weak Grens are not being balanced out by the 251 or sniper as you suggest
Posts: 1563
Single BAR rifles are still more expensive and 7man cons arrive much later.
Both have all right to win these engagements.
Rifles, sure.
Cons, if you think that you are far more of noob and less intelligent(in term of balance and game mechanics) than you think you are m8.
Posts: 498
Posts: 13496 | Subs: 1
Suggestions:
Replace unit with call in or built from T2 to unable spiking T2
Lower flare to match infatry mortar flare to 30-35
Assault and Hold
Suggestions:
move to another commander, commander already offer superior infatry
Assault Officer
Suggestions:
Reduce reinforcement time
Add 1-2 ST44 with vet
Consider adding different types of officers:
Panzer officer, infatry officer, artillery officer, Luft officer
Breakthrough
Suggestions:
Add to more commanders
Command Panzer IV
Suggestions:
Lower XP value
Lower Pop to 10
Make custom made vet bonuses
Either change the gun to be similar to Stug-E and have AI/AT or increase penetration of gun so the unit can fight enemy light tanks
Concrete Bunker
Suggestions:
Add damage reduction/durability or "brace"
Create a new type as FRP that can force and air drop medical kits.
Counter Attack Tactics
Suggestions:
Forward Resupply Station
Suggestions:
set building HP to set amount 75-100%
Make aura a timed ability
Add the FRP bunker
reduce enginner to 4 lower price to 20 FU
Grenadier Jeager Light Infantry Package
Suggestions:
Replace the ability with a new squad similar to Command JLI
5 entities 2 G43 static camo interrogation.
Hulldown
Suggestions:
Rename defensive position
Casemate now cloak and rotate faster
JU-87 Suppression Loiter
Suggestions:
Luftwaffe Field Officer
Suggestions:
Replace MP-40 with K98 since abilities have longer range
Add a MP-44 with vet
Mortar Halftrack Incendiary
Suggestions:
increase CD of Incendiary barrage
reduce scatter
Osttruppen
Suggestions:
Target size to 1
now have target size penalty 1.25 when in cover as squad ability
Scarp LMG
With BP 3 can upgrade so weapon work as if in cover and all bonus/penalties in cover are removed
Panzer Grenadier Support Package
Suggestions:
make it for free and not an upgrade
Panzer Tactician
Suggestions:
Puma
Suggestions:
Relief Infantry
Suggestions:
build time/reinforcement bonus reduce 10% now passive at CP 2
Ability give a Support unit that can merge but not reinforce
Sector Artillery
Suggestions:
Defensive abilities should become cheaper available earlier and be less potent
Now targets a Single sector
artillery now reduced to light artillery barrage level
CP and Price down
Stormtroopers
Suggestions:
Now start a 5 men MP-40 DPs reduces for Lower total DPS
Strategic Bombing Run
Suggestions:
Commander already has incendiary bombs
StuG E
Suggestions:
Replace vet 1 ability that has 40 damage...allow unit to switch to hollow charge rounds for direct fire
Stuka Incendiary Bombing Run
Suggestions:
Still seem weaker the incendiary barrage
possibly increase DOT Area
Tiger
Suggestions:
Change vet 1 ability with a range 60 AT skill shot.
Tiger Ace
Suggestions:
Add an ability similar to artillery propaganda
or
completely redesign so that the unit scales, start as stug and can be refited to better vehicles until it reaches Tiger.
Vehicle Crew Repair
Suggestions:
Posts: 1794
german infantry is lousy now
Posts: 322
Right now 60 is too much, I rather use recon overflight.
Posts: 857 | Subs: 2
Suggestion:
- CP requirements for g43 reduced to Cp1 (from 2)
- Mun cost back to 45 ammo (from 60 now)
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