The main purpose of this revamp is to make each faction more fun to play.
Please read at least the majority of the post before posting a response. Adding a response or giving a suggestion is great, but please stay constructive.
The tweaking of individual units is left out except for the units that are heavily affected by timing.
SU
To make the Soviet Tech tree more flexible and unique, I'm going to revert the base building build order back to T1/T2 to T3/T4, but in to not have the more powerful units be able to be fielded too early, they will be locked behind additional tech.
Regimental Headquarters (T0)
-Remove Molotov unlock
-Remove Anti-tank Grenade Package unlock
Conscript Grenade Package
Having to purchase two individual upgrades for this unit is rather repetitive, especially when compared to the Weapon Racks upgrades and the Grenade upgrades of other Allied factions. Upgrades merged into one.
-Costs 200MP 25FU.
-Unlocks both Molotovs and RPG-43 anti-tank grenades.
Special Rifle Command (T1)
160MP 15FU
Support Weapon Kampaneya (T2)
160MP 20FU
Tankoviy Battalion Command (T3)
240MP 85FU. Requires T1 or T2 (minimum tech cost 100 FU)
Tankoviy Battalion Command provides tanks: an infantry-killing light tank, a medium-armor destroying light-tank-chassis TD, and a good jack-of-all-trades pack medium as well.
Requisition F-34 76mm Gun
-100MP 40FU (minimum tech cost 140FU)
-Unlocks T-34/76
T-70
SU-76M
T-34/76
Mechanized Armor Kamaneya (T4)
240MP 85FU, Requries T1 or T2 (minimum tech cost 100FU)
Mechanized Armor Kamaneya gives you good specialist units, from transport/reinforcement/anti-infantry to blob-punishing to a solid tank counter. With a proper doctrine it also provides access to a good generalist medium.
Requisition D-5T 85mm Gun
-100MP 85FU (minimum tech cost 160FU)
-Unlocks SU-85
-Also unlocks T-34/85 (doctrinal)
M5 Halftrack
BM-13 Katyusha
SU-85
T-34/85
WM
WM tech has been altered significantly to allow them to tech slightly faster. While they still tech the slowest in comparison to the other factions, skipping base buildings should be much more viable.
Kampfgruppe Headquarters (T0)
Tech Cost Change
Battle Phase 1: 100MP 40FU
Battle Phase 2: 100MP 40FU
Battle Phase 3: 100MP 40FU
Infanterie Kompanie (T1)
80MP 10FU
Leichte Mechanized Kompanie (T2)
200MP 20FU, Requires Battle Phase 1 (minimum tech cost 60FU)
Support Armor Korps (T3)
200MP 65FU, Requires Battle Phase 2 (minimum tech cost 145FU)
Heavy Panzer Korps (T4)
200MP 65FU, Requires Battle Phase 3 (minimum tech cost 185FU)
USF
Since OKW got a huge revamp, I think the USF also deserves to have it's boring tech changed so that teching is much more interesting. Flexibility is what the USF is all about, so my aim here is to make USF tech very flexible as well as unique. The barracks tech options are devised to reflect the state of the US Army in the Battle of the Bulge: unorganized and stretched thin at first, organized in the middle, and bolstered with reinforcements at the end.
Universal
-Battalion Command Post no longer requires Company Command Post or Platoon Command Post to be unlocked.
-All base buildings are unlocked for 200MP 40FU.
-Researching Additional Mobilization reduces base building cost by 10FU.
-Researching Full-scale Mobilization reduces base building cost by a further 10FU.
-Having 2 base buildings researched reduces Mobilization cost by 10FU.
-Having 3 base buildings researched reduces Mobilization cost by a further 10FU.
Barracks
Additional Mobilization
-100MP 20FU
-Requires at least one base building unlocked.
-Unlocks M1 75mm Pack Howitzer, M5A1 Stuart, M1 57mm ATG.
Full-scale Mobilization
-100MP 100FU
-Requires Additional Mobilization.
-Unlocks M4A3 Sherman, M4A3E8 Sherman Easy Eight, M36 Jackson, M8A1 Scott.
Platoon Command Post
Unlock sends in a Lieutenant
Due to the fact that the LT comes out earlier, its BAR should not be immediately accessible so that it doesn't destroy early-game infantry immediately after it comes onto the field. The weapon is now a reduced-cost upgrade.
-Now spawns without a BAR.
-Added 1x BAR upgrade, costs 45MU, takes 20 seconds.
M20 Utility Car
M1 75mm Pack Howitzer
M4A3 Sherman
Company Command Post
Unlock sends in a Captain
Due to the fact that the Captain comes out earlier, its anti-tank firepower should not be immediately accessible so that it doesn't shut down light vehicle play immediately after it comes onto the field. The weapons are now a reduced-cost upgrade.
-Now spawns without M9 Bazookas.
-Added 2x M9 Bazooka upgrade, costs 90MU, takes 30 seconds.
M2HB .50cal HMG
M5A1 Stuart
M36 Jackson
Battalion Command Post
Unlock sends in a Major
The Major artillery is underused. The only munitions ability that is viable now is recon (which has odd minimum range issues); artillery does too little and is too easy to dodge. Increasing the Major's proficiency at the support role would also allow players to consider the Battalion Command Post first over the other two buildings aside from the Forward Retreat Point.
-Recon designation range increased from 40 to 100.
-Artillery delay reduced from 7 seconds to 5.
-Number of shells fired increased from 3 to 5.
-Veterancy Rank 2 Shells increased from 5 to 9.
-Artillery cost reduced from 120MU to 100MU.
-Artillery cooldown time reduced from from 60 seconds to 90.
M15A1 AA Halftrack
M1 57mm ATG
M8A1 Scott
Rifle Company
Due to the fact that the Easy Eight doesn't fit in to any base building, it should be reverted to a 10CP call-in tank. Still requires Full-scale Mobilization.
-0CP M4A3E8 Sherman Easy Eight (production unlock) changed to 10CP M4A3E8 Sherman Easy Eight (call-in). Requires Full-scale Mobilization.
OKW
While I really liked Carlos Danger's OKW revamp idea and the flexibility that tech tree had, Relic has already revamped the OKW. So I'm not really sure what to do.
UKF
The British T2 has unattractive side tech. I would like to address that.
Headquarters (T1)
Platoon Command Post (T2)
180MP 30FU
The main change here was to make T2 tech a must if you want to build T3, thus solving the unattractive “dead-end tech” of this tier. Also moving some units to increase the viability of these tech options.
Requisition Bofors AAA Emplacement
-120MP 15FU (minimum tech cost 45FU)
-Requisitioning Bofors AAA Emplacement Support will deny you access to AEC Mk. III.
-Unlocks Bofors AAA Emplacement.
Requisition AEC Mk. III
-120MP 15FU (minimum tech cost 45FU)
-Requisitioning AEC Mk. III will deny you access to Bofors AAA Emplacement.
-Unlocks AEC Mk. III.
Company Command Post (T3)
200MP 100FU (minimum tech cost 145FU)
-Requires either Requisition Heavy Emplacement Support or Requisition Mobile Anti-Tank Support.
T3 gets a cost reduction so that British tanks are not affected by additional tech.
Requisition Hammer Tactics
-200MP 50FU (minimum tech cost 195FU)
-Requisitioning Hammer Tactics will deny you access to Anvil Tactics.
Requisition Anvil Tactics
-200MP 50FU (minimum tech cost 195FU)
-Requisitioning Anvil Tactics will deny you access to Hammer Tactics.
Wild CoH2 Tech Revamp Suggestion
25 Dec 2015, 02:01 AM
#1
Posts: 951
25 Dec 2015, 03:20 AM
#2
Posts: 128
like the soviet idea.relic should really revert the soviet teching changes.not that theres smth seriously wrong with it;it's just simply boring and too similar to the wehr one due to its high linerity.
with this current teching,soviets actually has less viable tactics and strategies,and the great symbolic t34 is underuse.
with this current teching,soviets actually has less viable tactics and strategies,and the great symbolic t34 is underuse.
25 Dec 2015, 06:55 AM
#3
Posts: 1891
Only changes that I like are the USF ones, but your unit placement is kind of weird. Sherman should be in Captain Tier, Scott in Lieutenant Tier, and Jackson in Major Tier.
I also think that the USF changes are cool because they'd allow you to get more officers of sooner, while using combined arms with support weapons, without significantly decreasing the time it takes for armor to arrive.
I also think that the USF changes are cool because they'd allow you to get more officers of sooner, while using combined arms with support weapons, without significantly decreasing the time it takes for armor to arrive.
25 Dec 2015, 07:36 AM
#4
Posts: 306
just wait another year or so... its not like relic is gonna care after such a big "recent" change
26 Dec 2015, 05:11 AM
#5
Posts: 951
Only changes that I like are the USF ones, but your unit placement is kind of weird. Sherman should be in Captain Tier, Scott in Lieutenant Tier, and Jackson in Major Tier.
Could you elaborate on your reason?
I put the Sherman with the LT because of the anti-infantry focus. Jackson with the Captain for anti-tank focus, and Scott with the Major for artillery focus.
26 Dec 2015, 08:38 AM
#6
Posts: 1891
I see Scott as anti infantry, and Sherman as utility.
26 Dec 2015, 09:46 AM
#7
Posts: 2272 | Subs: 1
like the soviet idea.relic should really revert the soviet teching changes.not that theres smth seriously wrong with it;it's just simply boring and too similar to the wehr one due to its high linerity.
with this current teching,soviets actually has less viable tactics and strategies,and the great symbolic t34 is underuse.
no
26 Dec 2015, 10:37 AM
#8
Posts: 3103 | Subs: 1
UKF being potentially denied their ATG strikes me as madness - the PIAT is nigh useless against a moving light/medium vehicle, and AT snipers aren't likely to hope to hold off say, a Luchs by themselves and will have no hope at all if one is not vet 1 by the time said Luchs comes by. No ATG for them to rely on AT emplacements would be making them be completely helpless against vehicles mid-game on many parts of the map where they don't have an AT emplacements.
26 Dec 2015, 10:54 AM
#9
Posts: 1604 | Subs: 3
Hello,
Thanks that you took the time to write down your thoughts but a lot of your changes don't seem to be thought to the end and generally show a lack of game understanding.
Your changes would change the game to a rush for light vehicles for every faction, effectively reducing the early game window.
Also locking out the 6 pounder for the bofors & 17 pounder is pretty stupid change.
The game seems finally balanced in 1vs1 & 2vs2 - why would you change that.
Thanks that you took the time to write down your thoughts but a lot of your changes don't seem to be thought to the end and generally show a lack of game understanding.
Your changes would change the game to a rush for light vehicles for every faction, effectively reducing the early game window.
Also locking out the 6 pounder for the bofors & 17 pounder is pretty stupid change.
The game seems finally balanced in 1vs1 & 2vs2 - why would you change that.
27 Dec 2015, 09:07 AM
#10
Posts: 951
I see Scott as anti infantry, and Sherman as utility.
Point taken, but the LT Tier already has indirect fire in the form of the Pack Howitzer.
Hello,
Thanks that you took the time to write down your thoughts but a lot of your changes don't seem to be thought to the end and generally show a lack of game understanding.
Your changes would change the game to a rush for light vehicles for every faction, effectively reducing the early game window.
Also locking out the 6 pounder for the bofors & 17 pounder is pretty stupid change.
The game seems finally balanced in 1vs1 & 2vs2 - why would you change that.
Un-balancing the game is unintentional. I would say that involving more decision-making into tech would be beneficial to gameplay, though.
-Tech of SU, WM, UKF slowed down.
-UKF T2 altered.
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