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russian armor

Command system improverments

7 Nov 2014, 16:41 PM
#1
avatar of voltardark

Posts: 976

I'm and was a big fan of COHO and Vcoh, i really liked their versatility in regard to fielding an army and deepness of strategies.

So i propose something i find rather easy to implement in COH2, that would greatly improve that aspect of the game and would open more way to counter the enemy teching choice. Balance would be more fluid as players discover more way to combine theirs commanders.

So instead of choosing only one commander to lead your army, you would rather choose a commander in chief, a commander in second and a junior officer.

-You would still only have to work with only a maximum of 5 commander's abilities.
-The command's abilities must still be chosen as before from the lowers cp to the highest one.
-You can choose your abilities at anytime you want, but not necessarily all at the same time.

Your 5 commander's abilities can be a mix taken from :

-Any abilities from your commander in chief;
-Any abilities from the first 3 of you commander in second;
-The first ability from you junior officer;

An example of command's abilities choice :
The * mean the ability can be chosen and (*) is the chosen ability.

Festung Armor Doctrine : (The commander in chief )

*-1CP – Panzer Tactician;
*-3CP – Hull Down;
*-4CP – Pak43 Emplacement;
(*)-4CP – Command Tank; ----» (Fourth ability choice)
(*)-6CP – Railway Artillery Support; ----» (Fifth ability choice)

Festung Support Doctrine : (The commander in second)

*-1CP – SdKfz 250/7 Mortar Halftrack;
(*)-2CP – Smoke Bombs; ----» (Second ability choice)
(*)-3CP – Relief Infantry; ----» (Third ability choice)
4CP – LeFH 18 Artillery;
6CP – Sector Artillery;

Jaeger Infantry Doctrine : (The junior officer)

(*)-1CP – Ambush Camouflage; ----» (First ability choice)
2CP – Jaeger Light Infantry;
3CP – Tactical Movement;
4CP – Light Artillery Barrage;
6CP – Stuka Close Air Support;

For me, that would be a huge improvement and i think that would bring some veterans players for Vcoh into the game.

I understand that having more options mean more difficulty to balance, but having more options give a players more creative ways to counter his enemy. (The balance would be more fluid)

Feel free to comment or suggest improvements.

I will add more explanations to the post if needed.

Thanks you.
7 Nov 2014, 17:05 PM
#2
avatar of Highfiveeeee

Posts: 1740

The idea sounds interesting but changes the core game design too much to be implemented ever.
7 Nov 2014, 18:16 PM
#3
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Wombo combos i can think about.

Shocktroops + Guards + Double T3485 + IS2 + IL2 Sturmovik
Shocktroops + Vehicle Crew Repair + 2x T3485 + ISU152 + Bombing Strike

Panzer Tactician + Hulldown + Pak43 + Tiger + Bombing Strike
Panzer Tactician + Recon + Spotting scope + Tiger + Bombing strike
Panzer Tactician + Sprint + Strafin Run + Tiger + Bombing Strike
MHT + Recon + Pak43 + AT strafe + Stuka

Dodge + IR Pathfinder + Paratroopers + AT gun + P47
Elite Rifle + Rifle F. Def + 1919s + White Phosphorus + E8

MG34+ JLI + Infiltration Grenades + Pak43 + Zeroing Artillery
MG34+ Infiltration Grenades + PF + Assault Artillery + JT
7 Nov 2014, 18:41 PM
#4
avatar of voltardark

Posts: 976

That's is something a good programmer can manage to get into the game and the balance won't be worst then now. It'just more options and counter-options.

With this, cookies cutter builds will won't last forever, just the time someone find the counter that build.

And Relic will still be able sell more commanders...

Thanks for the reply.
7 Nov 2014, 18:42 PM
#5
avatar of voltardark

Posts: 976

Wombo combos i can think about.

Shocktroops + Guards + Double T3485 + IS2 + IL2 Sturmovik
Shocktroops + Vehicle Crew Repair + 2x T3485 + ISU152 + Bombing Strike

Panzer Tactician + Hulldown + Pak43 + Tiger + Bombing Strike
Panzer Tactician + Recon + Spotting scope + Tiger + Bombing strike
Panzer Tactician + Sprint + Strafin Run + Tiger + Bombing Strike
MHT + Recon + Pak43 + AT strafe + Stuka

Dodge + IR Pathfinder + Paratroopers + AT gun + P47
Elite Rifle + Rifle F. Def + 1919s + White Phosphorus + E8

MG34+ JLI + Infiltration Grenades + Pak43 + Zeroing Artillery
MG34+ Infiltration Grenades + PF + Assault Artillery + JT


Many more hours of fun trying those !
7 Nov 2014, 18:59 PM
#6
avatar of Spielführer

Posts: 320



Many more hours of fun trying those !

many more hours of balance problems
7 Nov 2014, 19:30 PM
#7
avatar of dasheepeh

Posts: 2115 | Subs: 1

What?
7 Nov 2014, 21:31 PM
#8
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2


many more hours of balance problems


Exactly. I mention those combos not because i like the idea, more like i see it bringing more problems than anything else.
Theres going to be no drawback option when someones figures it out the 2 or 3 more competitive combinations. You'll be just brainstorming how to get rid of the useless abilities or how to get all the best abilities on 1 commander (not OP at all, right?)

PD: i don't get why you say this would be easy to implement when it's an overhaul of how the commander system works right now.
8 Nov 2014, 13:49 PM
#9
avatar of voltardark

Posts: 976

Because Relic has already all the code needed to implement this into the game. Sure, intensive testing would still have to be done.

Thanks.
12 Nov 2014, 17:42 PM
#10
avatar of ASneakyFox

Posts: 365

i feel like this would result in even more homogenous commanders, everyone would just always pick the strongest abilities out of the best commanders.

you know how theres loads of commanders with tiger tanks, so you almost always see them? that would happen with all the best abilities. thered always be isu's, thered always be rocket strafes, thered always be shock troopers, etc, etc.
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