Vet abilities - Penals - Zeal
Posts: 8154 | Subs: 2
Time to diversify vet abilities for vCoH2 factions.
Unit in question: Penals.
Right now most of the SU infantry has access to trip wire flares. While not totally useless, it's a bit lazy design wise (same with medkits for OH).
Following the flavour (ingame, plz don't bring history debate) of "suicide" squads, i've in the past advocate for a zeal like ability.
For those who haven't played coh1 zeal is a passive ability which grants increases combat effectiveness as men die.
I know this mechanic is not present right now, but i'm confident that it could be applied since it's in coh1.
Vet1: removes tripwire. Replace it with hoorah (moved from vet2)
Vet2: Zeal. For each entity missing, give X buff.
While i'm not mentioning exact stats, my main concern is the concept. Values can be changed accordingly to not overperfom.
For reference (and i know it's a different game), this is what i found to be coh1 Wehr Zeal.
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Conscripts in early CoH2 had this "zeal" ability for 5 muni for every guy that dies, all conscripts around gain accuracy.
EVERY Soviet infantry unit had that if I recall correctly.
And they also only gained armour from veterancy, so German players had no good reason to attack veteran Soviet infantry over the other ones at all.
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Tripwire Mines makes me sad.
I accept any replacement of those.
Posts: 17914 | Subs: 8
EVERY Soviet infantry unit had that if I recall correctly.
And they also only gained armour from veterancy, so German players had no good reason to attack veteran Soviet infantry over the other ones at all.
All units got armor back then.
And they got armor at vet3, at vet2 they got accuracy+small armor bonus that added up with vet3 was still inferior to what grens got.
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All units got armor back then.
And they got armor at vet3, at vet2 they got accuracy+small armor bonus that added up with vet3 was still inferior to what grens got.
No, I'm pretty sure the text said they only got armour (which frankly could have totally lied) at the time they had the Inspire (pretty sure that was what it was called) ability. It was definitely changed to that later though.
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No, I'm pretty sure the text said they only got armour (which frankly could have totally lied) at the time they had the Inspire (pretty sure that was what it was called) ability. It was definitely changed to that later though.
The text lied.
Inspire I remember though.
It actually suits perfectly penals theme.
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The text lied.
Inspire I remember though.
It actually suits perfectly penals theme.
Then thank god they didn't screw up that badly.
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Posts: 8154 | Subs: 2
I believe relic did away with zeal on conscripts (and focus fire on grens) because they originally wanted vet abilities to be utility oriented instead of combat oriented. That and those two abilities encouraged players to use them every single fight. Since the AA armies have changed that dynamic zeal would make an excellent passive vet ability for Penals. It really plays to their theme of suicide troops.
Exactly. Vanilla factions need a review after WFA came out.
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Agree. But not for penals. For cons.
Mind you explain.
There are almost no reason to get penals instead of conscripts (besides the niche use of satchel). While RNG can screw you up, flamer duty is accomplished by cheaper CE.
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Mind you explain.
There are almost no reason to get penals instead of conscripts (besides the niche use of satchel). While RNG can screw you up, flamer duty is accomplished by cheaper CE.
Mind you that penals are a lot better with vet than with cons. The only thing cons are really better for is AT nades and I think long range dps. Penals with flames are leagues better at close mid with flamethrowers that cannot explode and oorah at vet 2.
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Mind you that penals are a lot better with vet than with cons. The only thing cons are really better for is AT nades and I think long range dps. Penals with flames are leagues better at close mid with flamethrowers that cannot explode and oorah at vet 2.
I guess you can say that by the experience of using them, right?
They just outperform cons at 0-10, doing +2 DPS more than Rifles (while costing the same) but losing heavily from 10-35. They also reinforce more expensive than cons.
If you go 2+ Penals you are gonna regret it later on due to LMGs, Flak/Luch or any medium tank.
Theres a reason con spam works, and not so Penal spam (Redwing doesnt count )
Anyways, this is not a con vs Penal overlapping roles thread, rather than making units a bit more distinctive, specially on the veterancy department.
I think tripwire/medkits (if they change it a bit) are fine for engineers and basic infantry, making it a default for utility (Penals/AssGren) or elite infantry not so much.
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