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New Commander: Terror Doctrine

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13 Feb 2016, 17:18 PM
#101
avatar of Death's Head

Posts: 440

jump backJump back to quoted post11 Feb 2016, 06:59 AMRMMLz
We're not gonna see new units like Knight's Cross holders or any other unit that needs new voice lines. Keep that it mind.


Why not? Rangers just have riflemen dialogue and the US commander's response to calling them is simply "Acknowledged". Flammenhetzer has no new diologue either afaik.

13 Feb 2016, 17:35 PM
#102
avatar of dasheepeh

Posts: 2115 | Subs: 1



Why not? Rangers just have riflemen dialogue and the US commander's response to calling them is simply "Acknowledged". Flammenhetzer has no new diologue either afaik.



they could always hire a new or even the old actor..

would cost too much i guess :foreveralone:
13 Feb 2016, 17:50 PM
#103
avatar of Hans G. Schultz

Posts: 875 | Subs: 2



they could always hire a new or even the old actor..

would cost too much i guess :foreveralone:

If money was a problem, they'd just get Kyle to be the voice actor. :snfPeter:
13 Feb 2016, 19:46 PM
#104
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

Question to people reading this: Do you think KCH should come at 5 CP, 7 CP, or 9 CP? Considering the Ober's infrared stg upgrade is at 3 CP.
14 Feb 2016, 07:15 AM
#105
avatar of RMMLz

Posts: 1802 | Subs: 1



Why not? Rangers just have riflemen dialogue and the US commander's response to calling them is simply "Acknowledged". Flammenhetzer has no new diologue either afaik.



Still, they were recorded and the whole concept of these units were designed when they were working on WFA. And it still sounds lazy to hear some generic voice lines. They should have thought about it way before. Rangers have complete voice lines because they were recorded for AA campaign.



they could always hire a new or even the old actor..

would cost too much i guess :foreveralone:


They could but they won't.


If money was a problem, they'd just get Kyle to be the voice actor. :snfPeter:


Well it's not only about the voice and the money. Here is the thing:

Generating new content for a video game is not that easy. All of your departments should work on the said content (Gameplay design dept., sound dept., 3D dept etc.) and it means they should stop working on what they've been working on and shift their effort on the new content. As far as I know, all of these "new contents" were created during the actual production time (Vanilla CoH2, WFA, AA, TBF) and the community dug them up from the game files. They just waited and delayed the release time as a marketing strategy (which is cool if done right, keeps people excited and everything).

All I'm saying is, it's not like "Hey guys let's add KCHs". There are a lot of consideration. I would love to see KCHs along with a lot more units (FlAK, Geschützwagen, Hummel, PzIII, Motor Cycle, Hotckiss, etc) but I think this is unlikely. Unless Relic decides to halt their production and dedicate some time and create a new DLC pack worth selling (with a lot of units).

Oh, and as far as I know, hiring a voice actor isn't that expensive. Even famous voice actors don't get paid too much (unless they are in Hollywood).

14 Feb 2016, 07:27 AM
#106
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

jump backJump back to quoted post14 Feb 2016, 07:15 AMRMMLz

Generating new content for a video game is not that easy. All of your departments should work on the said content (Gameplay design dept., sound dept., 3D dept etc.) and it means they should stop working on what they've been working on and shift their effort on the new content. As far as I know, all of these "new contents" were created during the actual production time (Vanilla CoH2, WFA, AA, TBF) and the community dug them up from the game files. They just waited and delayed the release time as a marketing strategy (which is cool if done right, keeps people excited and everything).

All I'm saying is, it's not like "Hey guys let's add KCHs". There are a lot of consideration. I would love to see KCHs along with a lot more units (FlAK, Geschützwagen, Hummel, PzIII, Motor Cycle, Hotckiss, etc) but I think this is unlikely. Unless Relic decides to halt their production and dedicate some time and create a new DLC pack worth selling (with a lot of units).


Meh, if they have time to add DLC at all, I'm sure they'll have time for a new commander in the future. It's all about planning ahead.

Also, KCH was to replace the Tiger Tank, because you know, Tiger + Panzer IV Command Tank gets too many complaints <444>_<444> for obvious reasons.
14 Feb 2016, 07:42 AM
#107
avatar of RMMLz

Posts: 1802 | Subs: 1


Meh, if they have time to add DLC at all, I'm sure they'll have time for a new commander in the future. It's all about planning ahead.

Also, KCH was to replace the Tiger Tank, because you know, Tiger + Panzer IV Command Tank gets too many complaints <444>_<444> for obvious reasons.


I hope they do. But new infantry is always welcome.
nee
14 Feb 2016, 08:52 AM
#108
avatar of nee

Posts: 1216

Knight's Cross Holders:

3 Man Squad
11 Population Cap (1 for each model, 8 for the squad)
Squad costs 420 manpower
Model reinforcement cost is 95 manpower
90 Health Per Model
Armed with STG-44s which deal 6.5 damage per bullet.
Accuracy is 0.55 at long, 0.75 at medium, and 0.85 at close.
Maximum range is 35
Cannot re-crew team weapons, and cannot pick up dropped weapons.
Can be upgraded with camouflage at vet 3 for 30 munitions.
Has 4 abilities: Blendkorper 2H Smoke Grenade (20 Munitions), Medical Kit (15 Munition; Self Administered; Vet 1 Unlock), and Assault (50 Munitions; Squad breaks suppression, and sprints up to have each model throw a grenade, very similar to 'Grenade Assault')
Has 68% received suppression
Has 68% received accuracy
Vet 1: Unlocks Medical Kit & Blendkorper 2H Smoke Grenade
Vet 2: -12% received accuracy & suppression (0.68*0.88=about 60%)
Vet 3: +12% weapon accuracy (Far: 61.6% Medium: 84% and Close: 95.2%); -50% Ability Costs; Unlocks Camouflage Upgrade.
http://companyofheroes.wikia.com/wiki/Knight%27s_Cross_Holders


OP and UP at the same time.

Costs more than panzergrenadiers yet performs fewer roles, given no AT and no pick up weapons, and limited entirely to using munitions abilities.
if you want a Knights-Cross-Holder-esque unit, I suggest a more original idea that uses similar concepts and abilities, not a straight up copy paste.

Or just make the unit Stormtroopers. You don't have to make up entirely different units for each commander. They make these sorts of mistakes in Total War.
Hux
14 Feb 2016, 10:03 AM
#109
avatar of Hux
Patrion 14

Posts: 505

Faust heal and sprint on these 'KCH' (which is and always was a terrible name) is just just meh.

Any unit healing itself' especially something so potent as these troops could be is not a good idea imo. I know you argue the case that they are easily wiped when caught on their own but you have to factor in the idea that most of the time they will likely be leading a charge of other infantry whereby they are less likely to be singled out for damage.

I reckon they should have much more specialised abilities. No faust leaving them open to vehicles is fine. They need a downside. I'd replace it with an ability that allows them to singlehandedly destroy unmanned support weapons, I guess the Royal Engineer's destroy cover ability could be used for this and the UI art could be some dynamite or explosive charge stuffed in a MG barrel/ mortar tube etc etc

In fact I'd rather see more interesting units/ possible mechanics added to commanders. For example instead Of your KCH id rather see some form of propaganda HT that acts on units units that are counted as casualties, such as the final man from a support squad that flees the map or soldiers who crawl around before dying. If it worked in a similar way to the IR HT (with a limited cone and distance) those fleeing/dying units would retreat to your base instead and be counted as ostruppen when got there.

Maybe something like this could be better as it would lack any form of offensive capability itself and there are never huge amounts of fleeing dying infantry anyway + if you saw your last ZiS squad member chiefing it to the axis base you would know that the enemy has it straight away but I guess limiting it to just enemy infantry would be better to stop YOLOing of infantry to get a slight return later on.

Dunno if it would even work, maybe there just wouldn't be enough dying units consistently to make it viable. Just trying to shake the ideas up a bit.
15 Feb 2016, 03:46 AM
#110
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

jump backJump back to quoted post14 Feb 2016, 08:52 AMnee


OP and UP at the same time.

Costs more than panzergrenadiers yet performs fewer roles, given no AT and no pick up weapons, and limited entirely to using munitions abilities.
if you want a Knights-Cross-Holder-esque unit, I suggest a more original idea that uses similar concepts and abilities, not a straight up copy paste.

Or just make the unit Stormtroopers. You don't have to make up entirely different units for each commander. They make these sorts of mistakes in Total War.

I used the Panzer Grenadiers as a base for when I was adding stats, then I morphed it so that it would fit with the whole KCH concept. It grinds infantry up close, and has good vet levels. Once one model dies, it loses a lot more DPS than any other squad, so it needs to be managed properly in order for it to be used effectively. I tried not to copy & paste too much by not using stats from the coh1 version, but instead by trial and error. The fewer roles are to make it a more specialized unit, while giving it a clear, and obvious counter.

jump backJump back to quoted post14 Feb 2016, 10:03 AMHux
Faust heal and sprint on these 'KCH' (which is and always was a terrible name) is just just meh.

Any unit healing itself' especially something so potent as these troops could be is not a good idea imo. I know you argue the case that they are easily wiped when caught on their own but you have to factor in the idea that most of the time they will likely be leading a charge of other infantry whereby they are less likely to be singled out for damage.

I reckon they should have much more specialised abilities. No faust leaving them open to vehicles is fine. They need a downside. I'd replace it with an ability that allows them to singlehandedly destroy unmanned support weapons, I guess the Royal Engineer's destroy cover ability could be used for this and the UI art could be some dynamite or explosive charge stuffed in a MG barrel/ mortar tube etc etc

Sorry if I confused you in my post, but I removed fausts, and the healing is almost the same thing as a grenadier's health kit, except they use it on themselves instead of other squads (You pay every time you use it).
Hux
15 Feb 2016, 10:12 AM
#111
avatar of Hux
Patrion 14

Posts: 505


I used the Panzer Grenadiers as a base for when I was adding stats, then I morphed it so that it would fit with the whole KCH concept. It grinds infantry up close, and has good vet levels. Once one model dies, it loses a lot more DPS than any other squad, so it needs to be managed properly in order for it to be used effectively. I tried not to copy & paste too much by not using stats from the coh1 version, but instead by trial and error. The fewer roles are to make it a more specialized unit, while giving it a clear, and obvious counter.


Sorry if I confused you in my post, but I removed fausts, and the healing is almost the same thing as a grenadier's health kit, except they use it on themselves instead of other squads (You pay every time you use it).


My bad about the Fausts didn't see you'd planned to remove them.

Seems I understood the healing ability perfectly though and my point still remains. There's a reason grens/pioneers can't use healing on themselves and that's just as relevant (way more even) for these guys. Just imagine them back-pedalling to an ally OKW FHQ after every attack, healing at ultra speed, replenishing models then going back on the offensive.
15 Feb 2016, 16:59 PM
#112
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

jump backJump back to quoted post15 Feb 2016, 10:12 AMHux


My bad about the Fausts didn't see you'd planned to remove them.

Seems I understood the healing ability perfectly though and my point still remains. There's a reason grens/pioneers can't use healing on themselves and that's just as relevant (way more even) for these guys. Just imagine them back-pedalling to an ally OKW FHQ after every attack, healing at ultra speed, replenishing models then going back on the offensive.

They can't fire while using it, can only use it out-of-combat (obviously due to my statement before this), and I'd plan on it having a 150 second recharge time in-between uses; Nevertheless, you still bring up a good point, so I'll change it to 25 munitions to make it less cost efficient compared to simply making medical bunker. As for back-pedaling to an ally's forward HQ, Considering that it would be a 2v2 to 4v4, that would mean you would have to run all the way across the map to where your ally is located to finally let that take effect, which in my opinion, isn't a good deal. It's kind of the same thing as a Königstiger going back to an ally's pioneer squad just for repairs instead of going to your own Mechanized HQ. I'll change the reinforce time to 10 seconds per model, and I just realized that I didn't include that on the main post. Oh yea, sorry that I thought you didn't understand. Some other people thought that it was an upgrade that allows passive healing.
Hux
15 Feb 2016, 19:09 PM
#113
avatar of Hux
Patrion 14

Posts: 505

yeah, a muni increase would go some way towards making it less potent. an out of combat requirement is also a must.

its just about tweaking the finer details in order to find a good balance. At least you're open to feedback, which is a good thing!
15 Feb 2016, 21:19 PM
#114
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

jump backJump back to quoted post15 Feb 2016, 19:09 PMHux
yeah, a muni increase would go some way towards making it less potent. an out of combat requirement is also a must.

its just about tweaking the finer details in order to find a good balance. At least you're open to feedback, which is a good thing!

I try my best to mesh realism, balance, and enjoyment all in one without overdosing one end of the triangle! :D
16 Feb 2016, 04:01 AM
#115
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

My old, joke thread got me thinking recently. I decided that I would add bulletins that effect the new, and old units in this commander. I came up with these bulletins to be released alongside this Doctrine/Railroad Artillery Rework:

Knights of the Round Table
Knight's Cross Holders move 3% faster, and are 2% harder to hit.

More Mash, Less Potatoes
Knight's Cross Holders' 'Assault' ability costs 5% less.
Note: The bulletin also effects the Assault Grenadiers' 'Grenade Assault' ability.

More Awards?
Knight's Cross Holders earn veterancy 5% faster.

Hear Me Now!?!
Panzer IV Command Tank's Aura is 5% larger.

Throw Everything!
Artillery Officer's 'Coordinated Barrage' Costs 3% less, and recharges 4% faster.

On Your Feet!
Artillery Officer takes 8% less suppression.
16 Feb 2016, 06:05 AM
#116
avatar of Thamor

Posts: 290

give 10% cost less, assgren grenade is 45 muni, with 1 bulletin it would be 41 so not too much if 10% less. And assgrens are in only 1 commander.
16 Feb 2016, 06:09 AM
#117
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

jump backJump back to quoted post16 Feb 2016, 06:05 AMThamor
give 10% cost less, assgren grenade is 45 muni, with 1 bulletin it would be 41 so not too much if 10% less. And assgrens are in only 1 commander.

The bulletin is mainly directed towards KCH's 'Assault' ability, but just because they are similar abilities, I'd also have it effect the assault grenadier's grenade ability with the same effect. Not to mention stacking.
16 Feb 2016, 06:38 AM
#118
avatar of Adviser

Posts: 53

Dat KCH squad looks like buffed 3vet IR Obersoldaten only for 400mp. Oh, and phaust as bonus.:snfPeter:
16 Feb 2016, 06:48 AM
#119
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

jump backJump back to quoted post16 Feb 2016, 06:38 AMAdviser
Oh, and phaust as bonus.:snfPeter:

Why the hell does everyone think they have fausts? The only thing that even mentions it is the old coh1 unit, which is only used as an example for what the model will look like. Every usable ability is posted on the main post, not in any of the links.
16 Feb 2016, 17:48 PM
#120
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

Changed the current bulletin, 'Shoot for the Stars', so that it effects ALL artillery, and not just the pack howitzer.

Removed 'More Mash, Less Potatoes's' effect on the assault grenadier to avoid further confusion.
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