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USF COMMANDER REVAMP DISCUSSION

20 Jul 2018, 16:25 PM
#1
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 36

Please use this thread to discuss or submit ideas for the USF Commander Revamp
If you want to submit a full proposal, here are a few guidelines.

  • Please choose commanders that you feel can realistically become competitive with a few good changes. Some commanders are probably beyond redemption at this point.
  • Reminder that all proposed changes, must be preexisting units or abilities currently in the live game.
  • Suggested changes should not detract from the commanders given theme.
  • Please provide the rationale behind your proposed changes, and how they will improve said commander.
  • Where applicable, provide costs, CP values, or other details regarding particular change(s)

We’re aiming to revamp two commanders per faction. In some instances, the same commanders are going to see a lot of similar ideas. In that case, maybe skip adding another full proposal, and instead get involved in the conversation about how best to make said commander work.
20 Jul 2018, 16:43 PM
#2
avatar of mondeogaming1

Posts: 464

mechanise: wc51 with MG on the top (maybe increase cost) and replace m3 half track with with draw OR put cavalry riflemen to be on the vehicle and replace sherman 76 mm gun and sherman dozer with E8

rifle company:Remove the penalty on sprint and merge it with flairs give riflemen field defenses for 5 ability
20 Jul 2018, 17:24 PM
#3
avatar of August1996

Posts: 223

Armor Co:

1. M10 are automatically unlocked at CP10 and after two tech tiers are unlocked. Called in with 60 second cooldown.

2. Bulldozer Sherman main gun buffed to match Brummbars main gun and CP cost increased to 12. Can change to AP shells like normal Sherman. Survival wise the tank is fine but being prone to AT tanks and piss poor AI compared to normal HE sherman makes the Bulldozer very unappealing. It needs to be a Brummbar but can slightly defend itself against tank rushes to be worth replacing the HE sherman.

3. Elite Vehicle Crews removed and replaced with Combined Arms. Making combined tank and inf pushes more appealing and removing one useless ability.

4. 240mm arty slightly buffed by adding 1 more shell and decrease time for each shell to drop. Currently its too slow for enemies to just chill around in the killzone.

5. Forgot what the 5th ability is. Will edit later.

Rifle Co:

1. Rifle flares is unneccessary and removed. Replaced with Rifle Defenses.

2. Sprint buffed by removing the exhausted debuff and making it a global ability instead. Same restrictions as other sprint abilities apply.

3. No other changes.
20 Jul 2018, 18:13 PM
#4
avatar of adamírcz

Posts: 955

Airborne:

First 4 abilities should all be lowered by 1CP
(Cause USF desperately needs more options to open up and since the core design likely wont be fixed any time soon...)

Airborne might get a slight cost reduction, to around 330MP and maybe a third upgrade choice- the bazookas

Also the speed debuff of Thompson airborne ability should not be applied on retreat (in fact, no speed debuffs on any infantry should be applied on retreat)

If the airstrike still has accuracy problems, fix them

...gonna edit with additional ideas soon
20 Jul 2018, 18:14 PM
#5
avatar of Tiger Baron

Posts: 3145 | Subs: 2

Once again, suggestions based on statistics from this topic: https://www.coh2.org/topic/81227/second-commander-rework

Starting with Armor Company:

Assault Engineers feel underwhelming even for a starter unit which is able to upgrade to flamethrowers, the M3 Grease Gun does not provide enough Close Quarter firepower and they're too squishy as a 4 man "assault" squad.

Should be given a 5th man as in the Ardennes Campaign or replaced by Cavalry Riflemen in my opinion.

Elite Crews is too much of an useless ability that's better off just flat out replaced by something like an M8 or Tank Reserves from Mech Company which would make more sense since they'll either compliment or directly support your Armored Units, altho I agree that there would be a bit of an overlap with the regular Sherman bulldozer and 105 but then again you could still just skip the regular Sherman to get a 76mm one with 105 support.

And lastly, the M10. Since this unit has received a nerf to it's crush as well as being tied to the Major in terms of tech it's been a used a lot less as it's main point was having a good mobile unit that came earlier than the Jackson at a cheaper cost but could still fight enemy armor when microed correctly, something which is right now 2/3rds not since it comes so late now and not at a cheap cost at all if you have to get the Major first.

Tactical Support Company:

Currently there is nothing outside of the Calliopes combined with the M5 for air cover that's really "tactical" in this commander, something tactical would be an upgrade to Thompsons for Riflemen or giving them Sprint/Flares like in Rifle Company would be in my opinion.

When I hear "Tactical" I think of some small unit tactics conducted by specialist units in mostly a close quarters or urban environment, such as the Operations executed by the current special forces right now like Seal Team Six or the SAS. Or at least that's my own opinion, I could be entirely wrong about that.
20 Jul 2018, 18:27 PM
#6
avatar of TomDRV

Posts: 112


rifle company:Remove the penalty on sprint and merge it with flairs give riflemen field defenses for 5 ability


I love the merging of sprint and flares, Also, yes, it should be like the Ost sprint without the exhaustion. Could keep the exhaustion if the squad got a ROF increase for a duration, it would make it an assault ability, with the exhaustion allowing a counter attack. rn it's just a crap sprint.

I also like the idea of more easy 8's, they should be more common like the T34/85. Reserve armour is kind of meh and 76 shermans don't offer much so easy8s would be so much better for mechanised. (although I contradict this later on) Having a tank that can take some punishment would really increase the combined arms theme and reduce the rifle blobs. Rn rifle blobs are the only thing that can tank damage in return for a manpower drain . . *cough* Sherman jumbo *cough*.


Rifle Company

0CP - Sherman easy 8
0CP - Rifleman field defences.
2CP - Recon riflemen: (sprint and flares merge)
3CP - M1919A6 LMG weapon rack.
6CP - White Phosperhous smoke barrage.


Replace RE flamer with M1919A6.

I just cant make the flamer work, I feel like the RE unit is always too weak to push up close enough to do anything with it. For me they're better rear echelons giving suppressing fire. ( I feel like that could be changed to toggle ability where they loose the ability to move but slowly suppress whoever they shoot at instead . . It would give them some more combat usefulness. Could be unlocked by equipping M1919A6 if they are made more common?)

And the replace one of the flares/sprint with field defences idea from above.

Armour company:

0CP - Easy 8 sherman
0CP - Assault engineers
4CP - Fuel drop/economy boost ability
12CP - 240mm Howitzer barrage
13CP - Pershing Heavy tank

Replace wolverine with easy 8, wolverine is just a poor mans jackson. And this is an ARMOURED company, not a TD company. It doesn't really fit in with the theme.

Replace elite vehicle crews with a fuel drop, or just a discount of sherman price (so jackson is unaffected) Something that implies American mass production.

Buff assault engineers to UKF heavy sapper or sturmpio standard. They should be highly durable repair units able to lay explosives & repair tanks while under fire. Maybe make them highly resistant to explosive damage but easier for infantry to take out. (replace demo charge with C4 satchel? Just rename the penal one) Give thompsons

Replace 105 Sherman with Pershing.


Mechanised company:


0CP - Reserve armour (wolverine @Captain tier & 105 sherman in T4)
0CP - Raid tactics
0CP - Wc51 millitary truck, or an M3 halftrack call in (copy of the brit logistics halftrack, so it can deploy zooks and BARs)
2CP - M21 mortar halftrack
3CP - Rangers

Change reserve armour to paired 105 sherman and wolverine. (Make wolverine call-in again? Or move it to Captain tier? It need to be separated from the jackson more)

Replace halftrack assault group with rangers.

Possibly replace WC51 truck with the brit weapon halftrack

Recon support

1CP - IR pathfinders
4CP - Recon run
4CP - Weapon drop (.50cal & 57mm)
4CP - Greyhound
7CP - Cluster mine drop


Change raid tactics to P47 recon run . . .

Give the M8 Greyhound (and maybe M20 for better scaling . .. ) The T70 recon ability.

Change airdropped combat group to just a weapon team drop? .50 cal and AT gun. A US version of the Osttruppen doctrine supply drop.

Heavy Cavalry Company

It's actually pretty good useful all-round :) I don't really use buff abilities so maybe replace combined arms with an arty barrage, but I can'r really think of anything out of place.









20 Jul 2018, 18:31 PM
#7
avatar of TomDRV

Posts: 112


1. Rifle flares is unneccessary and removed. Replaced with Rifle Defenses.


What??? I Swear by them, with an infantry heavy force I think they're amazingly usefull for sighting enemy MG's so I can drop mortars smokes in the right places and flank the right way.
20 Jul 2018, 18:35 PM
#8
avatar of Aarotron

Posts: 563

Mostly tactical support regi should get more actual "support" abilities. Assault engineers should be made actual close range combat unit, not just "oh just flamer for some buildings"
20 Jul 2018, 19:03 PM
#9
avatar of Outsider_Sidaroth

Posts: 1323 | Subs: 1

Airborne needs more air support on it, less manpower sinks, a high altitude loiter replacing the support weapon drops would be fine.

Armor needs it's M10 and Bulldozer buffed, as well as the Vehicle Thompsons replaced for something useful like Reserve Armor.
20 Jul 2018, 21:50 PM
#10
avatar of Tiger Baron

Posts: 3145 | Subs: 2

jump backJump back to quoted post20 Jul 2018, 18:27 PMTomDRV


I love the merging of sprint and flares, Also, yes, it should be like the Ost sprint without the exhaustion. Could keep the exhaustion if the squad got a ROF increase for a duration, it would make it an assault ability, with the exhaustion allowing a counter attack. rn it's just a crap sprint. Could add M1919A6's too? Could wrap all 3 (M1919A6, fireup & flares) into an rifleman improvement package and give it to the infantry company too in place of the M1919A6's. It feels weird having a whole base feature there for use with only one doc.

Can RE's pick up 2 M1919A6's? that would make them useful late game fire support . . .0_0 Do they boosts the suppressible fire ability?

I also like the idea of more easy 8's, they should be more common like the T34/85. Reserve armour is kind of meh so easy8s would be so much better for mechanised. (although I contradict this later on) Having a tank that can take some punishment would really increase the combined arms theme and reduce the rifle blobs. Rn rifle blobs are the only thing that can tank damage in return for a manpower drain . . *cough* Sherman jumbo *cough*.


Rifle Company
Replace RE flamer with smoke barrage from Cavalry company.


I just cant make the flamer work, I feel like the RE unit is always too weak to push up close enough to do anything with it. For me they're better rear echelons giving suppressing fire. ( I feel like that could be changed to toggle ability where they loose the ability to move but slowly suppress whoever they shoot at instead . . It would give them some more combat usefulness. Could be unlocked by equipping M1919A6 if they are made more common?)

And the replace one of the flares/sprint with field defences idea from above.

Armour company:

Replace wolverine with easy 8, wolverine is just a poor mans jackson. And this is an ARMOURED company, not a TD company. It doesn't really fit in with the theme.

Replace elite vehicle crews with a fuel drop, or just a discount of sherman price (so jackson is unaffected) Something that implies American mass production.

Buff assault engineers to UKF heavy sapper or sturmpio standard. They should be highly durable repair units able to lay explosives & repair tanks while under fire. Maybe make them highly resistant to explosive damage but easier for infantry to take out. (replace demo charge with C4 satchel? Just rename the penal one) Give thompsons

Replace 105 Sherman with Pershing.


Mechanised company:


Change reserve armour to paired 105 sherman and wolverine. (Make wolverine call-in again? Or move it to Captain tier? It need to be separated from the jackson more)

Replace halftrack assault group with rangers.

Recon support
Change raid tactics to P47 recon run . . .

Give the M8 Greyhound (and maybe M20 for better scaling . .. ) The T70 recon ability.

Change airdropped combat group to just a weapon team drop? .50 cal and AT gun. A US version of the Osttruppen doctrine supply drop.

Heavy Cavalry Company

It's actually pretty good useful all-round :) I don't really use buff abilities so maybe replace combined arms with an arty barrage, but I can'r really think of anything out of place.











I've included mondeo's idea here: https://www.coh2.org/topic/81279/assorted-current-commander-suggestions

But instead of the RE flamethrowers that don't make sense both because it's in a commander centered around a different unit and because as you said they're not particularly well suited to it, I've suggested it be flat out replaced with the M1919A6 weapon rack unlock since combining flares and sprint is pushing it already so combining all 3 of these would be going over the top to something very unrealistic, altho it would be nice to see, or even also have that maskman ability for the riflemen.

However as you may notice I was against the E8 staying there simply because it's literally the only reason the commander is being chosen right now, not because of the awesome support the rifles get from it but I guess it would severely drop in effectiveness then.
20 Jul 2018, 22:11 PM
#11
avatar of Clarity

Posts: 479

Armor Company to me is close to being a good commander but just needs a couple touch ups to make it more useful.

1. The weakest ability in the commander is easily the Thompson Upgrade for Vehicle Crews, instead I would change it to a Passive 0 CP ability called Elite Vehicle Crews that would allow Crews to repair vehicles faster, sort of like a Vehicle Crew Repair ability other factions have. This would allow Armor to be in the field more often.

2. The Bulldozer is also in an weird spot as 11 Command Points is honestly slightly too late as your opponent will often have something to counter it by that time. I would say either reduce the CP's to 9 so it can come out earlier to have more impact or tie it to tech so you can get one quickly if you have good map control.

3. I feel that since the M10 has been tied to tech, it could probably have it's cost reduced back to what it was when it was a 8 CP call-in tank. The crush has been nerfed so it shouldn't be able to deal with infantry but needs to be a cost effective way of dealing with enemy armor without having to go for a Jackson in nearly every situation. 300 manpower 80 fuel 10 popcap would probably be fine for it's current performance.

Tactical Support is another commander in a strange spot.

1. Put the M21 Mortar Halftrack into this commander to help it break up encampments and siege trucks since USF really struggles against OKW Sim City once it gets set up.

2. I would also like to see Rangers placed in this commander at 3 CP's and their popcap reduced to 9 to match many others units. Pretty sure they are the only infantry unit in the game that are more than 9 at the moment. They could also maybe receive a smoke grenade since they don't have body armor like the Shock Troops.

3. Also add the M83 Cluster Bombs from Recon Support in at 6 CP to siege team weapon encampments. Another artillery option would probably help USF significantly in the OKW matchup.

4. (Experimental) What if the Sherman Calliope worked like the KV-8 where it could change to it's main gun to fight off attacks. Obviously the rocket barrage might need nerfs even though I don't think it's great right now. This change is probably silly but I feel like going Calliope puts you so far behind in the armor game you end up really struggling to hold off Axis armor once they outnumber you.

Mechanized Company already got reworked but I feel the commander could use a couple changes.

1. I honestly almost prefer the original WC51 that you didn't have to pump munitions into an upgrade to be able deal damage. I do think it costed far too much fuel for it's performance when it was more comparable to a slightly weaker M3 Scout Car. Maybe just make it 200 manpower and 10 fuel or so, 3 popcap. Would still be good against the Kubel.

2. I also want Withdraw and Refit to come back since it was completely unique to the commander but actually a pretty nice ability allowing you to change your army composition on the fly to match the situation. It would be a great ability to pair with the current Reserve Armor Passive.

3. I also wish the old 155mm Artillery Barrage wasn't tied to the WC51 as it's difficult to afford it late game due to USF manpower bleed. Bring the ability back and make it 180 muni to crack open trucks.

To sum up the Commanders:

Armor Company: 0 CP- Assault Engineers 0 CP- Elite Vehicle Crews 0 CP- M10 Tank Destroyer 9 CP- 105mm Sherman Bulldozer 12 CP- 240 mm Artillery Barrage

Tactical Support: 2 CP- M21 Mortar HT 2-3 CP- Rangers 4 CP- P47 Recon Run 6 CP- M83 Cluster Mines 10 CP- Sherman Calliope

Mechanized Company 0 CP- Raid Tactics 0 CP- WC51 0 CP- Reserve Armor 3 CP- Withdraw and Refit 8 CP- 155 mm Artillery Barrage

I will post how other commanders could be reworked in the future :D
20 Jul 2018, 23:38 PM
#12
avatar of ZombiFrancis

Posts: 2742

Adjusting a few abilities might be a clean way of going about things.

Add rifle flares to Field Defenses, OR merge rifle flares and Fired Up into a sort of 'Elite rifle training' 2 CP passive.

Field defenses could be added to Rifle company. Or whatever.

The M2 Flamethrower upgrade could be changed to an assault package that gives REs the same weapon as Assault engineers with that flamethrower. (Or just replace upgrade with the Assault engineers call-in).

Elite vehicle crews' 90 muni thompson upgrade should just be a stock passive for vehicle crews.

Armor Company could get just about anything to fill that slot IMO.
21 Jul 2018, 05:29 AM
#13
avatar of thomasagray

Posts: 135

Permanently Banned
Heavy Cavalry Company:
M26 Pershing: Veterancy 1 Improved Acceleration replaced with activated ability: vehicle self-repair. This ability was once used by the T-70 before being removed from multiplayer and functions in the similar fashion. Spend 45 munitions to allow the Pershing to repair itself for 15 seconds. During this time, it can still move but it cannot fire its main gun.
21 Jul 2018, 10:47 AM
#14
avatar of Tiger Baron

Posts: 3145 | Subs: 2

jump backJump back to quoted post20 Jul 2018, 22:11 PMClarity
Armor Company to me is close to being a good commander but just needs a couple touch ups to make it more useful.

1. The weakest ability in the commander is easily the Thompson Upgrade for Vehicle Crews, instead I would change it to a Passive 0 CP ability called Elite Vehicle Crews that would allow Crews to repair vehicles faster, sort of like a Vehicle Crew Repair ability other factions have. This would allow Armor to be in the field more often.

2. The Bulldozer is also in an weird spot as 11 Command Points is honestly slightly too late as your opponent will often have something to counter it by that time. I would say either reduce the CP's to 9 so it can come out earlier to have more impact or tie it to tech so you can get one quickly if you have good map control.

3. I feel that since the M10 has been tied to tech, it could probably have it's cost reduced back to what it was when it was a 8 CP call-in tank. The crush has been nerfed so it shouldn't be able to deal with infantry but needs to be a cost effective way of dealing with enemy armor without having to go for a Jackson in nearly every situation. 300 manpower 80 fuel 10 popcap would probably be fine for it's current performance.

Tactical Support is another commander in a strange spot.

1. Put the M21 Mortar Halftrack into this commander to help it break up encampments and siege trucks since USF really struggles against OKW Sim City once it gets set up.

2. I would also like to see Rangers placed in this commander at 3 CP's and their popcap reduced to 9 to match many others units. Pretty sure they are the only infantry unit in the game that are more than 9 at the moment. They could also maybe receive a smoke grenade since they don't have body armor like the Shock Troops.

3. Also add the M83 Cluster Bombs from Recon Support in at 6 CP to siege team weapon encampments. Another artillery option would probably help USF significantly in the OKW matchup.

4. (Experimental) What if the Sherman Calliope worked like the KV-8 where it could change to it's main gun to fight off attacks. Obviously the rocket barrage might need nerfs even though I don't think it's great right now. This change is probably silly but I feel like going Calliope puts you so far behind in the armor game you end up really struggling to hold off Axis armor once they outnumber you.

Mechanized Company already got reworked but I feel the commander could use a couple changes.

1. I honestly almost prefer the original WC51 that you didn't have to pump munitions into an upgrade to be able deal damage. I do think it costed far too much fuel for it's performance when it was more comparable to a slightly weaker M3 Scout Car. Maybe just make it 200 manpower and 10 fuel or so, 3 popcap. Would still be good against the Kubel.

2. I also want Withdraw and Refit to come back since it was completely unique to the commander but actually a pretty nice ability allowing you to change your army composition on the fly to match the situation. It would be a great ability to pair with the current Reserve Armor Passive.

3. I also wish the old 155mm Artillery Barrage wasn't tied to the WC51 as it's difficult to afford it late game due to USF manpower bleed. Bring the ability back and make it 180 muni to crack open trucks.

To sum up the Commanders:

Armor Company: 0 CP- Assault Engineers 0 CP- Elite Vehicle Crews 0 CP- M10 Tank Destroyer 9 CP- 105mm Sherman Bulldozer 12 CP- 240 mm Artillery Barrage

Tactical Support: 2 CP- M21 Mortar HT 2-3 CP- Rangers 4 CP- P47 Recon Run 6 CP- M83 Cluster Mines 10 CP- Sherman Calliope

Mechanized Company 0 CP- Raid Tactics 0 CP- WC51 0 CP- Reserve Armor 3 CP- Withdraw and Refit 8 CP- 155 mm Artillery Barrage

I will post how other commanders could be reworked in the future :D


No offense but do you know what Mechanized means? Mechanized Infantry is Infantry mounted in Armored vehicles, such as a Halftrack. Mechanized Infantry like the Panzergrenadiers were taught and trained to fight both mounted and dismounted from their vehicles as well as work with Tanks better than the regular infantry.

Again, I am not attacking you just providing some info in the future since as Sturmpanther said our suggestions should stick to the theme of the commander, that's all.
21 Jul 2018, 12:10 PM
#15
avatar of TomDRV

Posts: 112



However as you may notice I was against the E8 staying there simply because it's literally the only reason the commander is being chosen right now, not because of the awesome support the rifles get from it but I guess it would severely drop in effectiveness then.


tbh, the rifle buffs that are in it currently don't make the commander worth it on their own.
21 Jul 2018, 12:29 PM
#16
avatar of TomDRV

Posts: 112

jump backJump back to quoted post20 Jul 2018, 18:27 PMTomDRV


I love the merging of sprint and flares, Also, yes, it should be like the Ost sprint without the exhaustion. Could keep the exhaustion if the squad got a ROF increase for a duration, it would make it an assault ability, with the exhaustion allowing a counter attack. rn it's just a crap sprint. Could add M1919A6's too? Could wrap all 3 (M1919A6, fireup & flares) into an rifleman improvement package and give it to the infantry company too in place of the M1919A6's. It feels weird having a whole base feature there for use with only one doc.

Can RE's pick up 2 M1919A6's? that would make them useful late game fire support . . .0_0 Do they boosts the suppressible fire ability?

I also like the idea of more easy 8's, they should be more common like the T34/85. Reserve armour is kind of meh and 76 shermans don't offer much so easy8s would be so much better for mechanised. (although I contradict this later on) Having a tank that can take some punishment would really increase the combined arms theme and reduce the rifle blobs. Rn rifle blobs are the only thing that can tank damage in return for a manpower drain . . *cough* Sherman jumbo *cough*.


Rifle Company

0CP - Sherman easy 8
0CP - Rifleman field defences.
2CP - Recon riflemen: (sprint and flares merge)
3CP - M1919A6 LMG weapon rack.
6CP - White Phosperhous smoke barrage.


Replace RE flamer with M1919A6.

I just cant make the flamer work, I feel like the RE unit is always too weak to push up close enough to do anything with it. For me they're better rear echelons giving suppressing fire. ( I feel like that could be changed to toggle ability where they loose the ability to move but slowly suppress whoever they shoot at instead . . It would give them some more combat usefulness. Could be unlocked by equipping M1919A6 if they are made more common?)

And the replace one of the flares/sprint with field defences idea from above.

Armour company:

0CP - Easy 8 sherman
0CP - Assault engineers
4CP - Fuel drop/economy boost ability
12CP - 240mm Howitzer barrage
13CP - Pershing Heavy tank

Replace wolverine with easy 8, wolverine is just a poor mans jackson. And this is an ARMOURED company, not a TD company. It doesn't really fit in with the theme.

Replace elite vehicle crews with a fuel drop, or just a discount of sherman price (so jackson is unaffected) Something that implies American mass production.

Buff assault engineers to UKF heavy sapper or sturmpio standard. They should be highly durable repair units able to lay explosives & repair tanks while under fire. Maybe make them highly resistant to explosive damage but easier for infantry to take out. (replace demo charge with C4 satchel? Just rename the penal one) Give thompsons

Replace 105 Sherman with Pershing.


Mechanised company:


0CP - Reserve armour (wolverine @ Captain tier & 105 sherman in T4)
0CP - Raid tactics
0CP - M3 supply halftrack call in (copy of the brit logistics halftrack, so it can deploy zooks and BARs)
2CP - M21 mortar halftrack
3CP - Rangers

Change reserve armour to paired 105 sherman and wolverine. (Make wolverine call-in again? Or move it to Captain tier? It need to be separated from the jackson more)

Replace halftrack assault group with rangers.

Possibly replace WC51 truck with the brit weapon halftrack, it's just a better unit to have and is more 'mechanized infantry' style

Recon support

1CP - IR pathfinders
4CP - Recon run
4CP - Weapon drop (.50cal & 57mm)
4CP - Greyhound
7CP - Cluster mine drop


Change raid tactics to P47 recon run . . .

Give the M8 Greyhound (and maybe M20 for better scaling . .. ) The T70 recon ability.

Change airdropped combat group to just a weapon team drop? .50 cal and AT gun. A US version of the Osttruppen doctrine supply drop.

Heavy Cavalry Company

It's actually pretty good useful all-round :) I don't really use buff abilities so maybe replace combined arms with an arty barrage, but I can'r really think of anything out of place.



Just updated this and condensed it
21 Jul 2018, 12:32 PM
#17
avatar of Vipper

Posts: 13496 | Subs: 1

One suggestion for USF commander I have is the this:

Swap m10 from with Armor Company with 76 Sherman Mechanized company.

Additional changes:
M10 become a call in unit again.

76 Sherman's vet bonus and reload is fixed since the unit can end up firing with a reload bellow 2 secs.

Optional. Change the role of dozer to indirect fire unit or dual role unit. For instance it can be a barrage unit like a priest with less range providing support from the battle field or modeled after KV-2 gaining range is a locked down mode.

Reason:
The M10 being call in on its own is fine as long as no AI tank like the dozer is available in the same commander since if some one does not tech major will have no AI tanks. The unit can easily be nerfed slightly if proven problematic by removing the AP rounds.

In addition a "medium td" is far more suitable for a commander with a "mechanized" theme.

Finally the changes to dozer will help it with overlap with Sherman HE.
21 Jul 2018, 12:39 PM
#18
avatar of Lago

Posts: 3260

Mechanized is an awkward commander but it's also a very good one, as proven repeatedly by TwistedTootsy. If we only get to edit two, I don't think Mechanized should be one of them.

There are countless things I'd like to tweak in it, but the offer from Relic is to tweak two commanders and there are other commanders with much greater need.
21 Jul 2018, 12:45 PM
#19
avatar of Vipper

Posts: 13496 | Subs: 1

jump backJump back to quoted post21 Jul 2018, 12:39 PMLago
Mechanized is an awkward commander but it's also a very good one, as proven repeatedly by TwistedTootsy. If we only get to edit two, I don't think Mechanized should be one of them.

There are countless things I'd like to tweak in it, but the offer from Relic is to tweak two commanders and there are other commanders with much greater need.


Imo the way Relic is going about revamping commanders is simply wrong. The current path seem to lead in over buffed abilities like PTRS conscripts, PPsh (hit the dirt), Camo (both ostheer and Soviet),KV-1 just to make weaker commander more attractive.

More about this here:
https://www.coh2.org/topic/81270/commander-rework-approach

It is my opinion that specialized vehicles like the M10 and dozer or the C. PzIV and Puma can remain call-in units as long as the commander does not include both AI and AT units allowing the player to avoid tech with no drawbacks. That is why I suggested removing the m10 from commander that dozer as call-in.
21 Jul 2018, 12:51 PM
#20
avatar of Lago

Posts: 3260



Who's making the decisions on which commanders and which changes this time around? It'd be helpful to know what the process is before putting a lot of work into full redesign proposals.
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