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russian armor

'Urban Assault Doctrine' and 'Not One Step Back Tactics'

5 Apr 2016, 20:33 PM
#21
avatar of Looney
Patrion 14

Posts: 444

the 5 armour double flamethrower pgs still get pooped on by sim city :snfPeter: l2p


#facts :sibHyena:
5 Apr 2016, 22:08 PM
#22
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

the 5 armour double flamethrower pgs still get pooped on by sim city :snfPeter: l2p
And now, the Sim City can wipe the Urban Assault Panzergrenadiers out much faster with me subtracting some armor value from their upgrade, and now, gives -20% received accuracy. (Also, the original total armor value was 4, not 5 :foreveralone: ).
5 Apr 2016, 22:26 PM
#23
avatar of Von Kluge
Patrion 14

Posts: 3548 | Subs: 2

Urban assault was hilarious to play in illuminati days. Trust me when I say it needs to be looked at :sibHyena:
5 Apr 2016, 23:30 PM
#24
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

Urban assault was hilarious to play in illuminati days. Trust me when I say it needs to be looked at :sibHyena:

Exactly!
6 Apr 2016, 07:39 AM
#25
avatar of Felinewolfie

Posts: 868 | Subs: 5

* Hey. Could you please add overwhelming armor soviet commander to your mod? :)

* For the no step back, perhaps you could switch units to neutral when
they retreat, and have base MGs rip into them. Keep them stunned for a
long period? / The idea being not make retreat undoable, but undesirable.
Which is more logical.

Also, the actual application for this was that 1/3 of all squads were
held back so as to shoot at their brethen in the back. The local Soviet
General saying he disliked it, as this reduced the troops he could use
by 33%, and he would rather use 100% of his troops.

*** Personally, I think I would link the bonus manpower, and the no retreat ability to the
Comissar. His presence gives you increase ressource, but at the cost of no retreat.

Similar to elite Tiger. If present, no fuel. Get it killed, fuel comes back.
- Also, how about changing retreat during presence of commissar so that retreat
turns into strenghten resolve? Similar to the ontheground thing. So you couldn't
retreat, but the button would still have functionality. Just a thought :D

** I really want to play overwhelming armor :D

PS : The whermacht forward base should work like the soviet one.
And cost 300 manpower. Not 150. Just saying.
6 Apr 2016, 13:31 PM
#26
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

* Hey. Could you please add overwhelming armor soviet commander to your mod? :)

* For the no step back, perhaps you could switch units to neutral when
they retreat, and have base MGs rip into them. Keep them stunned for a
long period? / The idea being not make retreat undoable, but undesirable.
Which is more logical.

Also, the actual application for this was that 1/3 of all squads were
held back so as to shoot at their brethen in the back. The local Soviet
General saying he disliked it, as this reduced the troops he could use
by 33%, and he would rather use 100% of his troops.

*** Personally, I think I would link the bonus manpower, and the no retreat ability to the
Comissar. His presence gives you increase ressource, but at the cost of no retreat.

Similar to elite Tiger. If present, no fuel. Get it killed, fuel comes back.
- Also, how about changing retreat during presence of commissar so that retreat
turns into strenghten resolve? Similar to the ontheground thing. So you couldn't
retreat, but the button would still have functionality. Just a thought :D

** I really want to play overwhelming armor :D

PS : The whermacht forward base should work like the soviet one.
And cost 300 manpower. Not 150. Just saying.


About the Overwhelming armor, I'm sorry, I tried looking for it, but I couldn't find it, or the abilities, so I consider it currently as a lost cause. I did find that weird OKW commander with the command tiger, flame half track, and light infantry, but it's just an indirect impractical joke if you check the descriptions and functions of the units, so I decided not to add that. As for the resource bonus being commissar linked, I think it wouldn't work out too well, otherwise people would just send the commissar to his death whenever they wanted to retreat, and they could easily abuse it in some ways, so it could work, but it can also disrupt the main use of the commissar, and would influence people to keep him back at base if they really wanted that bonus. Sorry about the letdown :(. The Forward Supply station cost increase, sure, I'd feel that it would be a very good change, and I'll get too that as soon as I can :D.
6 Apr 2016, 20:26 PM
#27
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

Just updated the price from 150 manpower to 300 manpower for the 'Forward Supply Station.'
10 Apr 2016, 08:04 AM
#28
avatar of BlobSponge²

Posts: 32

When I see the relative interest of these commanders, I don't understand why Relic doesn't make an effort to release these commanders, after modifications to be more balanced... I compare with the original values, and the modifications added by Hans G. Schultz are a good way to balance abilities.

First of all, these modifications are my personal opinions :

1) Urban Assault Doctrine

- Forward supply station
Increase the price to paste to soviet ability. And why not added repair squad as an additional ability that need fuel or muni to unlock (like one of the new british).

- Urban Assault Pzgren
Remove 1 flamethrower (keep only one), keep 5-men squad, and nerf it.

- Incendiary mortar barrage
why not? It costs muni to use it.

- Munition blitz
With the recent changes induced by Relic with the abilities that can modify ressource supply, they can replace this ability with the new one, like airlanded ressource. By the cost of manpower and fuel, you can ask an airdrop supply of muni on your base (like a soviet one, i forget which one).

- Strategic bombing
Why not? Just need a big price of muni (250-300?), only on sighted target (not in the fog of war), and not on the enemy base.

2) Not one step back tactics

- No retreat no surrender
Maybe the most interesting feature, and the more unbalanced. I don't know how cleary balanced it (decrease manpower bonuses, decrese time of unit building, transform it as a on/off ability...).
Again, with Relic's new politic, I think this ability will be abandonned.
Just look at "soviet industry" ability of commander Tanya (which is "similar" in a point of view) which was cleary and simply removed and replaced with airdrop supply...
So, if I follow the Relic's politic, this ability would be change by something else... A supply drop? But it would be redondant with the manpower blitz...
So, I can't give a good answer for now for this...

- Commissar squad
Nothing to say

- Manpower blitz
As I say for the muni blitz of german commander, Relic would change it with manpower ressource supply drop at the cost of muni and fuel...

- Hold the line
Why not? It's different from the other similar abilities (Mother Russia, Fatherland, british hold the line...)

- Scorched earth policy
Very interesting ability, but a little bit OP. Why not increase the price (250 muni) and decrease the time (1 minute is maybe too long)?
Because, for example in a 4vs4 map, one with this commander can spare muni and launch it when they hold 2 victory points and their opponents are close to 0 tickets, in order to secure the VP.
Maybe, keep these ability only for friendly points (muni and fuel), but not for VP.

Sorry if I'm wrong for some abilities, but I don't test deeper those one.
So, this post is just to say that I don't understand Relic (easy money).
All of this is just my own opinion, and I'm thinking according to last changes in commander abilities.

Finally, thx to allow CoH2 players to test these commanders with your mod. And good work for the balancing job!
10 Apr 2016, 08:07 AM
#29
avatar of Australian Magic

Posts: 4630 | Subs: 2

When I see the relative interest of these commanders, I don't understand why Relic doesn't make an effort to release these commanders, after modifications to be more balanced... I compare with the original values, and the modifications added by Hans G. Schultz are a good way to balance abilities.



They are already "released" :sibHyena:

Just yesterday had 1v1 agasint Urban Assault :foreveralone:
10 Apr 2016, 08:08 AM
#30
avatar of BlobSponge²

Posts: 32

Oops, mispelled something in my last post :
Thx to Hans G. Schultz to allow us to play with these forgotten commanders :)
10 Apr 2016, 18:23 PM
#31
avatar of Hans G. Schultz

Posts: 875 | Subs: 2



They are already "released" :sibHyena:

Just yesterday had 1v1 agasint Urban Assault :foreveralone:

Correct, they are released to an extent.

Only those who are special get them. :foreveralone:
10 Apr 2016, 18:30 PM
#32
avatar of Gbpirate
Senior Editor Badge

Posts: 1153 | Subs: 1



They are already "released" :sibHyena:

Just yesterday had 1v1 agasint Urban Assault :foreveralone:



Correct, they are released to an extent.

Only those who are special get them. :foreveralone:



For real? How? I don't understand? And they're ridiculously OP... how? why?
10 Apr 2016, 18:34 PM
#33
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1






For real? How? I don't understand? And they're ridiculously OP... how? why?

Never heard of that before, I'm guessing it might be related to that bug that allows you to choose a different faction's commanders.
10 Apr 2016, 18:35 PM
#34
avatar of Hans G. Schultz

Posts: 875 | Subs: 2






For real? How? I don't understand? And they're ridiculously OP... how? why?

I'm assuming by mistake, or people have somehow exploited an impaired system. I know one person got it from a contest that gave them EVERY commander in the game. I guess Relic didn't look through what they were exactly giving to the winners.
10 Apr 2016, 18:39 PM
#35
avatar of Australian Magic

Posts: 4630 | Subs: 2






For real? How? I don't understand? And they're ridiculously OP... how? why?


10 Apr 2016, 22:26 PM
#36
avatar of Gbpirate
Senior Editor Badge

Posts: 1153 | Subs: 1





He used Urban assault on Minsk xD
10 Apr 2016, 22:29 PM
#37
avatar of Australian Magic

Posts: 4630 | Subs: 2




He used Urban assault on Minsk xD


I belive he uses it all the time.
10 Apr 2016, 22:36 PM
#38
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4


I'm assuming by mistake, or people have somehow exploited an impaired system. I know one person got it from a contest that gave them EVERY commander in the game. I guess Relic didn't look through what they were exactly giving to the winners.

Buy the 300 dollar Super Elite Everything edition for CoH2 and let us know if you get it. :clap:
21 Apr 2016, 02:39 AM
#39
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

Just going to bump this, because now, I'm fairly convinced that Relic will be adding these into the next large patch with both the recent total recall of these commanders from those who had gotten it before, and also with Relic putting my mod that gives players access to these commanders in their monthly mod showcase. Of coarse, I could just be overthinking this entire thing, and I'll wait for someone to throw out a random "keep on dreaming", "/thread", or "playercard please".
21 Apr 2016, 16:33 PM
#40
avatar of Looney
Patrion 14

Posts: 444

I actually enjoyed playing vs the Urban Assault Doctrine, liked the change of pace.

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