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Picking vet1 ability

18 Jul 2021, 11:36 AM
#1
avatar of Katitof

Posts: 17914 | Subs: 8

I'm actually surprised no one is talking about it so far(or at least in its own thread).

I consider this absolutely amazing feature, gives you ability to customize and specialize further even your basic units to tailor them to your playstyle and it has PE vet vibes, which I do appreciate.

I'm really looking forward what they are going to do with it for all the factions we will have.
18 Jul 2021, 14:05 PM
#2
avatar of FunPolice

Posts: 133

I think it's special to the US army. It's a unique thing that gives them a huge flexibility in what your units can do. It's awesome as a thing to make the US stand out though and really does enforce them being super flexible.

Germany has that Field Marshall you can choose that unlocks different things like a different grenade for your Grens among other things.

And I feel like Britain will have something unique we just don't have it yet.
18 Jul 2021, 15:53 PM
#3
avatar of PatFenis

Posts: 240

I also really enjoy the veterancy system so far for USF, its PE-vet 2.0 with actual abilities tied to each vet tree.

I wonder if there will be more choices (Vet 2, Vet 3)
18 Jul 2021, 15:56 PM
#4
avatar of GachiGasm

Posts: 1116 | Subs: 1


I wonder if there will be more choices (Vet 2, Vet 3)


There are placeholders in the gamefiles for vet2\vet3 ability selection for USF troops. So USF might aswell have something new unlocked for each veterancy level. Doubt it will be all abilities, but maybe some passives aswell.

But even if they are it might end up kinda fun, when USF with vet will be able to have up to 3 different abilities based on vet selection, being super flexable.
18 Jul 2021, 16:35 PM
#5
avatar of Geblobt

Posts: 213

Fun feature but incredible difficult to balance for multiplayer. But the whole factions looks like this with the countless side tech options.
19 Jul 2021, 03:07 AM
#6
avatar of Ashmole

Posts: 61

Agreed! This was the best thing about the PE and I'm glad it's back in a certain form
19 Jul 2021, 03:28 AM
#7
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4

I didn't play CoH1 online so I have no idea how successful it was on the PE, however my first concern would be that 1 selection essentially becomes meta and the other gets sidelined.
19 Jul 2021, 14:36 PM
#8
avatar of Esxile

Posts: 3602 | Subs: 1

I didn't play CoH1 online so I have no idea how successful it was on the PE, however my first concern would be that 1 selection essentially becomes meta and the other gets sidelined.


That's my fear too. But we don't even know if this is going to be available on multiplayer.
19 Jul 2021, 15:07 PM
#9
avatar of ZeroZeroNi

Posts: 1563

jump backJump back to quoted post18 Jul 2021, 11:36 AMKatitof
I'm actually surprised no one is talking about it so far(or at least in its own thread).

I consider this absolutely amazing feature, gives you ability to customize and specialize further even your basic units to tailor them to your playstyle and it has PE vet vibes, which I do appreciate.

I'm really looking forward what they are going to do with it for all the factions we will have.

I hope they do a better job than PE vet. Cus most PE units had a vet meta like all offence for g43 PG's and all def for AG's and FJ's and all tanks. They need to give good alternate abilities.
20 Jul 2021, 08:37 AM
#10
avatar of Katitof

Posts: 17914 | Subs: 8

I didn't play CoH1 online so I have no idea how successful it was on the PE, however my first concern would be that 1 selection essentially becomes meta and the other gets sidelined.

It was REALLY great, you could customize vet of your units depending on weapon upgrade you gave them, so you created specialists on the fly, I liked to spec G43 PGs with offensive vet, STGs and shrecks with defensive, worked same way for vehicles, it really expanded how you could play your units and it was great imo.

Now that things got bit clearer, it might only be for US, but it is a great approach to vet system.

I didn't play CoH1 online so I have no idea how successful it was on the PE, however my first concern would be that 1 selection essentially becomes meta and the other gets sidelined.

That's where balance comes in, both options are situational and situation changes depending on map, enemy and your own skill level. We will see how it plays out, but I'm optimistic.
20 Jul 2021, 10:03 AM
#11
avatar of Smartie

Posts: 857 | Subs: 2

jump backJump back to quoted post18 Jul 2021, 11:36 AMKatitof
I'm actually surprised no one is talking about it so far(or at least in its own thread).

I consider this absolutely amazing feature, gives you ability to customize and specialize further even your basic units to tailor them to your playstyle and it has PE vet vibes, which I do appreciate.



+1
20 Jul 2021, 10:12 AM
#12
avatar of Spanky
Senior Strategist Badge

Posts: 1820 | Subs: 2

I noticed british sherman had 2 options for vet as well, but it might just be because of sherman being a US tank.
20 Jul 2021, 12:50 PM
#13
avatar of Kasarov
Senior Modmaker Badge

Posts: 422 | Subs: 2

I really appreciate this system too as it makes your units less predictable and gives you way more options.

However, these can be hard to balance. For example, I love the Bazooka team abilities (especially the destroy cover; who would have thought of that? IT'S GENIUS!) and absolutely love the choice between Sprint WP Rocket as both are meaningful; However, the Whizbang's Jettison Launcher ability is... far more niche to say the least.

I'm still hopeful as its just a pre-alpha preview after all. I think it has great potential, just needs a lot of thought put into it and some more refining in order to achieve it.
20 Jul 2021, 18:42 PM
#14
avatar of akula

Posts: 589

jump backJump back to quoted post20 Jul 2021, 12:50 PMKasarov
I really appreciate this system too as it makes your units less predictable and gives you way more options.

However, these can be hard to balance. For example, I love the Bazooka team abilities (especially the destroy cover; who would have thought of that? IT'S GENIUS!) and absolutely love the choice between Sprint WP Rocket as both are meaningful; However, the Whizbang's Jettison Launcher ability is... far more niche to say the least.

I'm still hopeful as its just a pre-alpha preview after all. I think it has great potential, just needs a lot of thought put into it and some more refining in order to achieve it.


yeah, I think jettison would be better as a munitions based upgrade perhaps?
20 Jul 2021, 19:41 PM
#15
avatar of Grittle

Posts: 179

jump backJump back to quoted post20 Jul 2021, 18:42 PMakula


yeah, I think jettison would be better as a munitions based upgrade perhaps?


I would rather see it as a timed ability, where it disables barrage but allows use of the main gun temporarily for 45 seconds to turn it into a temporary Assault Gun. basically limited to no turret rotation while its active. completely getting rid of your rocket arty just to engage a P4 sounds like a pretty poor tradeoff.
1 Aug 2021, 19:21 PM
#16
avatar of donofsandiego

Posts: 1391

jump backJump back to quoted post20 Jul 2021, 12:50 PMKasarov
I really appreciate this system too as it makes your units less predictable and gives you way more options.

However, these can be hard to balance. For example, I love the Bazooka team abilities (especially the destroy cover; who would have thought of that? IT'S GENIUS!) and absolutely love the choice between Sprint WP Rocket as both are meaningful; However, the Whizbang's Jettison Launcher ability is... far more niche to say the least.

I'm still hopeful as its just a pre-alpha preview after all. I think it has great potential, just needs a lot of thought put into it and some more refining in order to achieve it.


On the whizzbang: I feel like the jettison launcher ability should be a toggle, but with a somewhat long activation/ cooldown time. Something like you can have the crew take down the launcher but it takes a minute or something like that. And the same to place it back on. That way it isn't just paying extra for a sherman tank that gets no vet 1 ability but instead paying extra for a vehicle that can be infantry support OR rocket arty depending on what it needs to be.
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