Japan faction "proposal" with mod.
Posts: 191
Link:http://steamcommunity.com/sharedfiles/filedetails/?id=659991363
Demonstration videos(not all tiers and commanders are in the videos yet):
https://www.youtube.com/watch?v=VM5Fu_TSfbc
https://www.youtube.com/watch?v=mBqJlNGhw10
Posts: 1281 | Subs: 3
Posts: 191
Tier 2 team weapons are too expensive. That's all of my input for now.
Thanks for the feedback.If you dont mind,could you please give a bit of feedback as to why you say so?
Posts: 1281 | Subs: 3
Thanks for the feedback.If you dont mind,could you please give a bit of feedback as to why you say so?
More expensive than their counterparts in other factions despite coming later.
Posts: 191
More expensive than their counterparts in other factions despite coming later.
Huh,you are right,the HMG and the mortar cost much more than the units they are based on.Wonder how i messed that up.Will fix that.
They shouldnt come later though,Japanese T2 works like Soviet T2.
Posts: 1281 | Subs: 3
That is an issue then. You only have three tiers of play, all of which are shallow. I think you need more tiers to make it work. If I'm being realistic, you may want to redesign all of yor units as they seem to be a Russian faction with no late game. If you are to make it like that, you need to make all of your weapons less expensive and give them an early edge.
Huh,you are right,the HMG and the mortar cost much more than the units they are based on.Wonder how i messed that up.Will fix that.
They shouldnt come later though,Japanese T2 works like Soviet T2.
Posts: 191
That is an issue then. You only have three tiers of play, all of which are shallow. I think you need more tiers to make it work. If I'm being realistic, you may want to redesign all of yor units as they seem to be a Russian faction with no late game. If you are to make it like that, you need to make all of your weapons less expensive and give them an early edge.
They are meant to be a no late game faction.
And they should have an early edge.The flamer squads eat infantry alive,and the AT infantry shreds though light vehicles.
What do you mean by shallow though?Little variety?
Posts: 191
Turns out i had forgotten to change the team weapon's crews from the placeholder soliders to the cheaper team weapon crew members.
Guess i should have paid more attention to the manpower values when i copied them.
In what regards this post,i added the info about the mountain gun,which i had forgotten.
Posts: 1281 | Subs: 3
They are meant to be a no late game faction.
And they should have an early edge.The flamer squads eat infantry alive,and the AT infantry shreds though light vehicles.
What do you mean by shallow though?Little variety?
I mean the faction has no late tech. It can also be destroyed as soon as a medium hits the field and literally needs a doctrine to gain access to repairs. You have a unit that has five flamethrowers. Do you realize whet that means? You basically will always win on maps with important buildings. Your units are overpriced or underpriced from tier 1. Your forward observers basically act as virtually free map hacks, and, in parallel with the underpriced mountain gun, negates all enemy infantry. This is just a faction that will destroy any infantry but loses to the first medium.
To be blatantly honest, I think this needs a rework.
Posts: 191
I mean the faction has no late tech. It can also be destroyed as soon as a medium hits the field and literally needs a doctrine to gain access to repairs. You have a unit that has five flamethrowers. Do you realize whet that means? You basically will always win on maps with important buildings. Your units are overpriced or underpriced from tier 1. Your forward observers basically act as virtually free map hacks, and, in parallel with the underpriced mountain gun, negates all enemy infantry. This is just a faction that will destroy any infantry but loses to the first medium.
To be blatantly honest, I think this needs a rework.
I apreciate the honesty.I take honest negative criticism over positive criticism any day.
But quite frankly,that is the kind of concept for a faction i was going for.From what i know from the Japanese arsenal,their ability to deal with medium tanks and above was lackluster.So,i intended to make them an early game powerhouse,where a player would have to take advantage of an excellent early game if they wanted to survive afterwards.
Nontheless,i would like to go over a few things that you mentioned,if you dont mind.
You mentioned the fact that forward observers are almost free,and that is true,i guess a price and popcap increase is in order.I didnt mention in the original post,but they are limited to one squad.
The AT infantry is quite capable against mediums if well supported.
I dont understand what you mean by no late tech(not in an argument way,in a word way).
Lastly,do you feel like needing a doctrine to repair is that bad?
Posts: 1281 | Subs: 3
Sorry for typos, currently using a borrowed phone.
Posts: 191
I have a plan to fix this,as well as make the base squad actually worth fielding and not take away the bonus from the doctrines that call-in civilian engineers.
Wont update the mod until tommorow though,in the meanwhile,do you belive that limiting the flamer squads to a single one,like heavies and the like,would remove their OP factor while still retaining their value?
Posts: 1281 | Subs: 3
Do you belive that limiting the flamer squads to a single one,like heavies and the like,would remove their OP factor while still retaining their value?
You would have to change the cost of the squad. The general idea of non-sturmpio engineers being better equipped for combat than the base squad was probably not the best plan. You could change the squad size to four and give them 2 (russian) flamethrowers for 100 munitions.
Posts: 1281 | Subs: 3
I suggest you watch ESL replays to get a general feel of how faction tech works. Propogandacast has some 2v2 casts that can be used to improve team game balance.
Otherwise I'm just micromanaging your decision-making and that's probably not going to be very satisfying for you.
Posts: 191
You are giving me advice which i may or not take(and both cases happened already),which considering how you are obviously much more familiar with CoH2 than i am,is indeed satisfying.
Posts: 191
-Japanese players now start with a squad of civil engineers instead of a flamer engineer squad.They cant produce more,or replace it if lost,without having the respective doctrines.
-Buffed the health of civil engineers.They are still more fragile than any other unit.
-Removed the one squad limit from the civil engineer call-in.
-Added a one squad limit to flamer squads.
-Buffed the damage and penetration of the type 88 AA gun.
-Nerfed the firing frequency of the type 88 AA gun.
-The type 88 AA gun can no longer burst fire.
-The type 88 AA gun can no longer hold a squad.Find your own cover you lazy troops.
-Forward observers now cost 200mp.
Fixing OP later.
Posts: 191
-Mainline infantry squads and paratroopers can now upgrade with lmgs.These have the same damage and penetration as their rifles.The paratroopers upgrade can be done outside territory.
-Made the CP requirement for the type 88 AA/AT gun the same as the the dual gun emplacement(5 CP).
-Made the bayonet range in the arisaka rifle 3 instead of 1.Also increased accuracy in such range to 2.
-Added the model of the 223 to the type 92 recon car.
Posts: 1281 | Subs: 3
Posts: 191
Why two threads?
Do you mean the one in the modding subforum?That was there for a while before this one.I figured that since people make faction and doctrine proposals in here,i might as well show mine.
I both updated,wouldnt make sense to ditch the other one.
Posts: 191
-Paratroopers can now upgrade to AT rifles.
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