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Ostheer Railway Artillery

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2 Feb 2016, 17:54 PM
#1
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

Hello, and welcome to my thread!

In this thread, I will be discussing a rework of the railway artillery ability for the Wehrmacht - Ostheer. Before I go over the changes, I will tell you a small bit about railway artillery if you've never seen it, or used it. Railway artillery is a 12 CP ability found in both the festung armor doctrine, and the osttruppen doctrine. The ability costs 200 munitions currently, and it fires 3 inaccurate (except for the first one) shells at the targeted location. The railway artillery is confirmed (in audio quotes) to be fired from the Schwerer Gustav. The Schwerer Gustav fires 80 cm shells that have made craters deeper than 100 feet!

Gustav Himself:


Here are the statistics for the railway artillery:
http://www.stat.coh2.hu/weapon.php?filename=railway_gun_80_cm_shell_first_shot
http://www.stat.coh2.hu/weapon.php?filename=railway_gun_80_cm_shell

My Suggested Changes:
Now, I intend to make railway artillery more like the Schwerer Gustav, but still, not even close to what it is in real life (due to balance reasons, obviously). These changes will change the railway artillery from a B4's lost brother, to what it really is, a heavy siege weapon. The railway artillery will be most effective against UKF due to them being a more 'static' faction than the others. Now, here are the changes that I propose:

-No longer fires 3 shells, but instead 1 shell.
-Munition cost will increase from 200 to 240.
-Penetration increased from 1000 to 2000. (<==lol)
-Maximum damage increased from 600 to 2200.
-Ability recharge time increased to 300 seconds.
-Cannot be targeted in enemy base sector.
-Blast radius is now larger than the original radius (12 instead of 9).
-Infantry on the most outer area of the blast radius will be pinned/suppressed.
-Crater provides heavy cover (similar to satchel charges) instead of light cover.
-Crater size increased.

Visuals:


Thank you for reading through this thread, and please do not forget to post feedback below!

~Karbinder
2 Feb 2016, 17:58 PM
#2
avatar of Katitof

Posts: 17914 | Subs: 8

Either you're completely insane or you also believe that USF should get atomic bomb off-map and UKF air superiority should be brought back to alpha state with 100% increased area range.
2 Feb 2016, 18:02 PM
#3
avatar of F1sh

Posts: 521

So, kind of like the V1 rocket from CoH1? Not a bad idea. Maybe a tad too powerful.

Will it have the red smoke flares wherever you target it?
2 Feb 2016, 18:04 PM
#4
avatar of Australian Magic

Posts: 4630 | Subs: 2

It is fine. Almost. All it needs is timing. First shell should drop in 4-5secs, not 10+ or keep 10+, make noise louder and remove red flares.
2 Feb 2016, 18:07 PM
#5
avatar of G4bb4_G4nd4lf
Donator 33

Posts: 658

Would doubling the penetration even change something?

Also: AFAIK brace reduces damage by 75%. Your 400 muni shell that needs 30 secs to reach its target would deal 500 damage. Is that even enough to kill emplacements? :foreveralone:
2 Feb 2016, 18:11 PM
#6
avatar of CookiezNcreem
Senior Strategist Badge
Donator 11

Posts: 3052 | Subs: 15

SOUNDS GOOD +1
2 Feb 2016, 18:24 PM
#7
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

Added a before, and after, in order to see the true power of this ability.
2 Feb 2016, 18:28 PM
#8
avatar of Pablonano

Posts: 297

sounds spectacular, but it may be too good when we talk about *remenbers air supperiority* i just dont know
2 Feb 2016, 18:29 PM
#9
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

sounds spectacular, but it may be too good when we talk about *remenbers air supperiority* i just dont know

High CP requirements, high munition cost. If the game goes on for too long, this should be the tie braker.
2 Feb 2016, 18:31 PM
#10
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

Either you're completely insane or you also believe that USF should get atomic bomb off-map and UKF air superiority should be brought back to alpha state with 100% increased area range.

It's not that bad. If they can't move out of the area in time, it's their fault. UKF, should be able to rebuild their sim city, because usually they get pop cap maxed, and stack fuel/mp.
2 Feb 2016, 18:32 PM
#11
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

jump backJump back to quoted post2 Feb 2016, 18:02 PMF1sh
So, kind of like the V1 rocket from CoH1? Not a bad idea. Maybe a tad too powerful.

Will it have the red smoke flares wherever you target it?

No flares, but will have a very obvious sound, and screen shake.
2 Feb 2016, 18:34 PM
#12
avatar of Pablonano

Posts: 297

UKF air superiority should be brought back to alpha state


2 Feb 2016, 18:39 PM
#13
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

Would doubling the penetration even change something?

Also: AFAIK brace reduces damage by 75%. Your 400 muni shell that needs 30 secs to reach its target would deal 500 damage. Is that even enough to kill emplacements? :foreveralone:

Now does 4000 damage in the red area of the blast radius. Enough to destroy a bofor while braced.
2 Feb 2016, 18:41 PM
#14
avatar of G4bb4_G4nd4lf
Donator 33

Posts: 658


Now does 4000 damage in the red area of the blast radius. Enough to destroy a bofor while braced.


2 Feb 2016, 18:43 PM
#15
avatar of Hans G. Schultz

Posts: 875 | Subs: 2




It needed to happen one day.
2 Feb 2016, 18:48 PM
#16
avatar of Kuprix

Posts: 21

Given your whole idea (its dmg, range, delay) this ability would only be dangerous vs emplacements. In 30 sec (even 15) a good player can move all their troops. And paying 400 ammo for a couple of emplacements is... not that good trade.
2 Feb 2016, 18:52 PM
#17
avatar of whitesky00

Posts: 468

So I believe the UKF artillery operation is identical to the railway mentioned here except it fires 6 instead of 3. how about we have the same change so that Allies can also destroy schwerer/med HQ?
If this is b4's long lost brother, maybe we fix both b4 and this or both are lost forever :(
2 Feb 2016, 18:55 PM
#18
avatar of MoerserKarL
Donator 22

Posts: 1108

It is fine. Almost. All it needs is timing. First shell should drop in 4-5secs, not 10+ or keep 10+, make noise louder and remove red flares.


big +1

2 Feb 2016, 19:01 PM
#19
avatar of TNrg

Posts: 640

jump backJump back to quoted post2 Feb 2016, 18:48 PMKuprix
Given your whole idea (its dmg, range, delay) this ability would only be dangerous vs emplacements. In 30 sec (even 15) a good player can move all their troops. And paying 400 ammo for a couple of emplacements is... not that good trade.


Stall for 400 munis -> win every game with annihilation victory after 12 CPs by firing it into the mainbase :foreveralone:

On a more serious note: nah, it could use some changes but realistically you can never float 400 munitions unless you have your opponent already pinned in his base.
2 Feb 2016, 19:09 PM
#20
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

jump backJump back to quoted post2 Feb 2016, 18:48 PMKuprix
Given your whole idea (its dmg, range, delay) this ability would only be dangerous vs emplacements. In 30 sec (even 15) a good player can move all their troops. And paying 400 ammo for a couple of emplacements is... not that good trade.

Changed it to 15 seconds. Still no red flares, and it would kind of be a mixture of the coh1 v1 rocket, and the coh2 50kg bomb, except slightly more epic (In my opinion).
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