New Commander: Terror Doctrine
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Overall it seems like a very fun unit design, especially combined with propaganda war
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I think that instead of grenade assault a heavy AT nade that functions like gammon bomb would be neat, it would allow the unit anti-garrison and add risk/reward to fighting vehicles with faust
Overall it seems like a very fun unit design, especially combined with propaganda war
I feel like the current 'Assault', not 'Grenade Assault' which is for assault grenadiers, fits the whole inspired troops thing, kind of like the war chant that Kozo talked about, except just for one unit. The panzerfaust I like, , because it's a safety net incase you need to retreat, and you don't want to be chased down by allied armor (which seems to happen alot to uber-units).
As for the anti-garrison capability of the KCH, I think they are able to snipe them out of the windows when up close and personal due to their accuracy.
I also agree that it is a very fun commander to use. It gives you...
"The Big Guns"
~ISU-152 Crew
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Posts: 175
KCH - same issue imo, too much punch and price in one unit. Not too sure about the dps without playing with them, but you could easily remove some of the utility to lower the price. Fausts are covered by grens, they can be removed. Sprint and medkits as well. Keep the assault ability, it's too cool to be removed. Lower price and CP.
And imo, no infantry entity (yes, including snipers) should have more than 80 hp. It looks ridiculous with direct hits from explosive weapons.
Hope you like the feedback .
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It's pretty cool, I would like to see something similar to this. KCH and Railway artillery are poorly designed though imo. Using super late arrival to balance an offmap artillery ability is lazy. Keep the large blast radius, reduce damage in the direct hit zone so it doesn't one hit braced emplacements (1 click oneshot abilities are bad design). Heavily reduce damage with more distance from impact zone. Then heavily reduce price and CP requirement. In that way it will be an alot less deadly mini nuke while retaining it's uniqueness with a insanely large blast radius, and might actually be used. An ability where a player invests too much of his/her resources will be a bitch to balance - for the price people will expect it to pretty much be as effective as the old UKF air superiority. If it isn't, it won't be used at all. If it is, it's probably going to be OP.
KCH - same issue imo, too much punch and price in one unit. Not too sure about the dps without playing with them, but you could easily remove some of the utility to lower the price. Fausts are covered by grens, they can be removed. Sprint and medkits as well. Keep the assault ability, it's too cool to be removed. Lower price and CP.
And imo, no infantry entity (yes, including snipers) should have more than 80 hp. It looks ridiculous with direct hits from explosive weapons.
Hope you like the feedback .
Well, I guess I could decrease damage in the direct hit zone to maybe 2200, but I'd have to remove red flares, otherwise anybody could counter it. With it being 2200 damage, it doesn't destroy the braced mortor pit (lowest health emplacement), by leaving it with about a sliver of health when braced. The rest of the railway artillery should be fine.
KCH... hmmm... Sure, panzerfaust can be removed, but they're keeping sprint and medkit to give them more Survivability, and allow them to be even more mobile. Without the panzerfaust, they'll be forced to have support from some kind of AT which fits in with Ostheer being the best combined arms factions.
90 HP is to make up for them being extremely fragile as a 3 man squad. I tried them with 80 HP, and they died almost immediately, even with all of their firepower.
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I don't know exactly how target tables work, but if I understand them correctly, you could make it so that it leaves all emplacements with ~10-20% health, so that way it won't 1-shot mortar emplacements but it'll still be effective vs 17 pounders, still requiring a follow-up to kill but dealing enough damage to make it easy to finish off an unsupported emplacement.
17 pounder emplacements have 900 health, which is more than the mortor pit, which has 700. If the enemy is smart, they'd immediately rush back their forces after the blast. The change from 4000 damage to 2200 damage makes that possible.
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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.
If that's a problem, I'm sure they can recycle some voice lines from obers.
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Stop bumping
Screw off, it's my thread.
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Screw off, it's my thread.
But not your forum. I'm fine if there is discussion but do not spam your link on other threads like here
https://www.coh2.org/topic/49126/new-british-helms-deep-commanders/page/3#post_id489373
I let it run cause someone quote it and the thread just followed it's natural course.
Go on.
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But not your forum. I'm fine if there is discussion but do not spam your link on other threads like here
https://www.coh2.org/topic/49126/new-british-helms-deep-commanders/page/3#post_id489373
I let it run cause someone quote it and the thread just followed it's natural course.
Go on.
Understood, no links. I'm happy as long as I have the ability to bring up the subject.
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- Changed the KCH Cost from 400 to 420 Manpower.
- Changed the KCH Reinforcement Cost from 85 to 95 Manpower.
- Replaced KCH 'Sprint' ability with the Blendkorper 2H Smoke Grenade which is unlocked at vet 1.
- Added Camouflage upgrade to KCH which is available at vet 3 for 30 munitions.
- Changed KCH population cost from 10 to 11.
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