So I have a set of new abilities for some Ostheer units that I come up with. Since you didn't leave much for Ostheer, consider this one (The one I suggested down here will replace their old abilities)
- Pioneers:
1. "Defensive Training": Pioneers upgraded with Mine-sweeping package now plant mines and remove mines 5% faster (A passive ability).
2. "Scorch Earth Tactic": Pioneers upgraded with flamethrower now has a 5% higher chance at burning down a building (A passive one, which to be honest, 5% isn't that much but who knows, RNG might smile on you and that building burnt down).
- Panzergrenadiers: "For the Reich": A passive ability similar to Penals' "To the last man", but only get the accuracy and reload buff, not the survival buff (someone would come up with a better name).
- Stormtroopers: "Booby trap": Allow them to booby trap point for 50 MU (Similar to Obers and JLI's "Booby trap" ability... Seems very fit the infiltration specialists role of Stormtroopers).
- 251 Half-track: Allow 251 to deal a small amount of suppression passively (A very weak suppression, like, it can only suppression 1 unit at a time and it can't even pin that unit).
- Panther: "Armour Awareness": Armour unit got hit by Panther that leave Panther's LoS will be visible on the minimap for 3 seconds (A passive ability which I think would quite fit the Panther's Tank Hunter role).
Replacement of old EFA abilities
17 Apr 2017, 23:33 PM
#21
Posts: 401
17 Apr 2017, 23:39 PM
#22
Posts: 401
PGs can have the ability to repair, many doctrines give the ability to conscripts to repair, plus the Soviet windustry repair post.
Wehr currently has no other way of repairing except for pioneers.
It sounds niche, Panzergrens will be quite like Sturmpioneers (Even though, Sturmpioneers are pretty much slightly weaker PGs). I still like the idea of Ostheer being able to construct something like repair station, probably buildable by Pioneers upon reaching vet 1 (Maybe 150MP/25 fuel each, it can just be a bunker that spawn out repair pioneers if you don't have the model for the concrete bunker)
18 Apr 2017, 00:30 AM
#23
Posts: 3053
PGs can have the ability to repair, many doctrines give the ability to conscripts to repair, plus the Soviet windustry repair post.
Wehr currently has no other way of repairing except for pioneers.
I get what you're saying but imagine those mindless team game pgren blobs being able to repair axis heavies along with sturmpios and the starting pio squad. At least cons are bad.
18 Apr 2017, 01:23 AM
#24
Posts: 401
I get what you're saying but imagine those mindless team game pgren blobs being able to repair axis heavies along with sturmpios and the starting pio squad. At least cons are bad.
Panzergrens are actually too expensive to be made into blobs (Even for team games, but usually I only count 2v2 as team games and exclude the above cause 3v3+ is just a completely different game), but I can see it being a thing. Still, it already happened (Very rarely due to the fact that PGs are rather expensive) so adding repair ability won't change much to be honest.
18 Apr 2017, 03:48 AM
#25
Posts: 8154 | Subs: 2
Panzergrens are actually too expensive to be made into blobs (Even for team games, but usually I only count 2v2 as team games and exclude the above cause 3v3+ is just a completely different game), but I can see it being a thing. Still, it already happened (Very rarely due to the fact that PGs are rather expensive) so adding repair ability won't change much to be honest.
Make it a vet2 ability, which is disabled if Schrecks are bought.
PG combat wise are fine now with the new vet AND SPECIALLY with the nerf to the whole rest of the units.
IMO:
CE, Pios, Cons and Grens are fine having their current vet1 ability. Flares could be deploy even slightly faster since they are not longer lethal or have the chance to cheese it on doors.
SU:
OH:
The list might be shorter on OH cause they generally have better abilities on the mirrored units (Incendiary rounds, incendiary shot, TWP, blitz). Not really want to improved PROstruppen abilities (and still not sure what to do with them).
18 Apr 2017, 05:54 AM
#26
Posts: 3145 | Subs: 2
I get what you're saying but imagine those mindless team game pgren blobs being able to repair axis heavies along with sturmpios and the starting pio squad. At least cons are bad.
Be my guest at trying to spam both tanks and blobbing PGs, even in a team game, I'd like to see the results, but Id doubt you'll be very effective. It can be compared to Sturmpios spam if you ask me, which I at least don't see a lot.
18 Apr 2017, 07:49 AM
#27
Posts: 711
It sounds niche, Panzergrens will be quite like Sturmpioneers (Even though, Sturmpioneers are pretty much slightly weaker PGs). I still like the idea of Ostheer being able to construct something like repair station, probably buildable by Pioneers upon reaching vet 1 (Maybe 150MP/25 fuel each, it can just be a bunker that spawn out repair pioneers if you don't have the model for the concrete bunker)
IMO if Wermaht got such ability (repair for PG or repair bunker) in their stock units it will be not fair to soviets (if we consider only EFA factions), as soviets can repair vehicle by cons and repair stations ONLY in doctrine. Only if make new commander with such abilities for Wermaht. But i would like if OST have repair bunker like in coh1, but we must think about balance too.
18 Apr 2017, 08:15 AM
#28
Posts: 2066
Like I've done with my mod?
They'll basically be your T2 combat pioneers that can only repair, and if you further want to make it vehicle specific, I'd make it so you wouldn't be able to repair structures, the same as the Infantry Section repair that's only for structures.
It would help with the Ostheer's lack of repair capabilities compared to everyone else and create a new synergy between the PGs and Ostheer Armor, I mean, they are PANZERgrenadiers after all.
So a no vet/vet 1 repair ability that can only repair vehicles doesn't sound too bad to me, of course they won't be able to heal so you won't be able to entirely rely on them as your only infantry if you wanna go tank heavy, unless they also retain their med kits of course.
Edit: And yes, it's partially due to nostalgia from CoH where I used to love PGs and the Panzer Elite there.
Sorry man, didn't know about your mod. But sounds good man. How fast would this repair ability be? Like vet 0 pioneers or vet 2 pioneers?
18 Apr 2017, 10:20 AM
#29
Posts: 3145 | Subs: 2
Sorry man, didn't know about your mod. But sounds good man. How fast would this repair ability be? Like vet 0 pioneers or vet 2 pioneers?
Maybe if they get it at vet 1, they could get an improved repair ability at vet 2.
Or if they receive it at vet 0, they can get an improved version at vet 3 to even it out.
I'm game however the balance guys do it, I'm just suggesting, not really the nitty-gritty balance type of guy.
19 Apr 2017, 17:39 PM
#30
1
Posts: 1276
I actually rly like the KV-8 ability. Reminds me of the Dragon Tank from CNC. Would be an easy way to do some sort of controlled block or retreat. Dot damage should be relative to how long the line you draw is, like a shorter line, the more damage.
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