British - Lend Lease Assault - Feedback
Posts: 5279
Posts: 3145 | Subs: 2
Aoe heals might be a bit strong for multiplayer. Having it set up with some mechanics though sorta like the okw mech truck or advanced cancer assembly could be interesting though. Mutually exclusive to the AA package. Give a lot of new options. Perhaps a p47 rocket strafe just to round out the commander.
Repair Engineers/Pioneers and Medic spawning out of something which is deployed and can just undeploy and move has been proven as buggy and thus not really feasible, that's why you see aura repairs and heals instead of entities spawning out of the vehicle while deployed.
Anyhow, I again wanna bring up the M7 Priest here to replace the M5 HT by popular demand and add some infographics taken from Planet Smasher's topic on Lend-lease numbers so credits to him: https://www.coh2.org/topic/81304/lend-lease-numbers
Light Vehicles
Model in COH2 | Other Models | British Empire | USSR |
Dodge WC-51 Truck | WC-52 | 10884 | 24902 |
Dodge WC-54 Ambulance | 644 | 0 | |
M20 Utility Car | 0 | 0 | |
M8 "Greyhound" Light Armored Car | 496 | 0 | |
M3A1 Scout Car | 6997 | 3340 | |
M3 Halftrack | 2 | 2 | |
M21 Mortar Motor Carriage | 0 | 0 | |
M15A1 Combined Gun Motor Carriage | M15 | 0 | 100 |
M5A1 Halftrack | M5, M9 | 5238 | 420 |
M17 Multiple Gun Motor Carriage ("M5 Quad") | 0 | 1000 |
Tanks and Self-Propelled Guns
Model in COH2 | Other Models | British Empire | USSR |
M5A1 "Stuart" Light Tank | M5 | 1391 | 5 |
M8A1 Howitzer Motor Carriage | 0 | 0 | |
M7B1 "Priest" Howitzer Motor Carriage | M7 | 832 | 0 |
M4 "Sherman" Medium Tank, 75mm Gun | 15256 | 2007 | |
M4 "Sherman" Medium Tank, 76mm Gun | 1335 | 2095 | |
M4 "Sherman" Medium Tank, 105mm Howitzer | 593 | 0 | |
M10 Gun Motor Carriage***** | M10A1 | 1648 | 52 |
M36B2 Gun Motor Carriage***** | 0 | 0 | |
M26 "Pershing" Heavy Tank | T26 | 6 | 1 |
This is just the Light and heavier vehicles but he also has numbers on small arms, support weapons, grenades and mines and Aircraft on there so definitely check it out if you're interesting in that sort of thing like me.
I however only want to note that I've only seen information regarding the M3 Stuart being delivered and used by the British and not M5 version.
Posts: 5279
The lend lease currently offers a collection of units and resulting tactics not available to the UKF. Adding a priest would make it a more desirable arty commander than the actual purpose built arty commander. Getting a better unit with a stronger early game capable of mitigating the weaknesses of the UKF into the capacity to produce cheap and fast AT vehicles is a recipe for pretty much just deleting the other arty commander. I see no good to come from the addition to the priest what so ever.
Posts: 3260
In terms of Lend Lease alone? Lend Lease has a CP0 mortar: it's got indirect fire options already. The M5 adds a lot more than a Priest would.
Posts: 3145 | Subs: 2
Smasher dug up there's little else to put in the commander besides the Sherman, M8 and Stuart with all of these as far as I see not providing any "unique" alternatives to the stock units.
But maybe if the aura repair is given to the M5 HT a slot can be opened up for RoastingGhost's Stuart since he's the one that originally suggested I think, sadly the commander upgrade for it is glitched a bit .
Posts: 97
Posts: 3260
The simplest way to fix this commander is to give the mortar the Coordinated Barrage flares as a veteran ability. This commander could use the base artillery in a way no other commander can. Practicality and novelty combined.
Funnily enough I was going to suggest that earlier.
You'd probably have to disallow it firing into the FoW though, or you've effectively made Concentration Barrage only 45 muni.
Posts: 97
I would prefer a separate cool-down from other barrages so, it could add its own fire to the barrage. However, if that seems too much, then it could have a shared cool-down.
A small amount of something is better than a whole lot of nothing.
Posts: 3053
Well if we're going by the numbers Planet
Smasher dug up there's little else to put in the commander besides the Sherman, M8 and Stuart with all of these as far as I see not providing any "unique" alternatives to the stock units.
But maybe if the aura repair is given to the M5 HT a slot can be opened up for RoastingGhost's Stuart since he's the one that originally suggested I think, sadly the commander upgrade for it is glitched a bit .
I'd rather see repair aura and some sort of offmap type ability, as opposed to a unit. Honestly, I liked the idea of smoke raid operation as long as you have some way to repair m10 hordes. Fits really well thematically and it'd be useful for a faction that tends to struggle with assaults.
Sorry, I should have been more specific. Yes, it would require spotting on the target location and be within the barrage range of the mortar.
I would prefer a separate cool-down from other barrages so, it could add its own fire to the barrage. However, if that seems too much, then it could have a shared cool-down.
A small amount of something is better than a whole lot of nothing.
That's super interesting. It'd also make up for the fact that the 81mm mortar isn't anything super special.
Posts: 732
Posts: 3145 | Subs: 2
Why not bundle Assault section with Royal Engineer flamethrower like OKW assault pack?
It does make sense since the M2 is an American weapon, and it would improve both Mobile Assault and Royal Engineers.
I like it.
Posts: 3260
It does make sense since the M2 is an American weapon, and it would improve both Mobile Assault and Royal Engineers.
I like it.
Tbh I think both those abilities are valuable enough to be slots in their own right.
The OKW Assault Package is different because there's not much of a performance boost over the stock upgrade path.
Flamers, however, are a major upgrade for Sappers.
I'd rather see repair aura and some sort of offmap type ability, as opposed to a unit. Honestly, I liked the idea of smoke raid operation as long as you have some way to repair m10 hordes. Fits really well thematically and it'd be useful for a faction that tends to struggle with assaults.
It's already got smoke from the mortar. It was getting a bit smoke overkill.
Crew repair is much more important given the commander's tendency towards lots of <100 FU vehicles.
Posts: 1220
big yes
Repair Engineers/Pioneers and Medic spawning out of something which is deployed and can just undeploy and move has been proven as buggy and thus not really feasible, that's why you see aura repairs and heals instead of entities spawning out of the vehicle while deployed.
Anyhow, I again wanna bring up the M7 Priest here to replace the M5 HT by popular demand and add some infographics taken from Planet Smasher's topic on Lend-lease numbers so credits to him: https://www.coh2.org/topic/81304/lend-lease-numbers
Light Vehicles
Model in COH2 Other Models British Empire USSR
Dodge WC-51 Truck WC-52 10884 24902
Dodge WC-54 Ambulance 644 0
M20 Utility Car 0 0
M8 "Greyhound" Light Armored Car 496 0
M3A1 Scout Car 6997 3340
M3 Halftrack 2 2
M21 Mortar Motor Carriage 0 0
M15A1 Combined Gun Motor Carriage M15 0 100
M5A1 Halftrack M5, M9 5238 420
M17 Multiple Gun Motor Carriage ("M5 Quad") 0 1000
Tanks and Self-Propelled Guns
Model in COH2 Other Models British Empire USSR
M5A1 "Stuart" Light Tank M5 1391 5
M8A1 Howitzer Motor Carriage 0 0
M7B1 "Priest" Howitzer Motor Carriage M7 832 0
M4 "Sherman" Medium Tank, 75mm Gun 15256 2007
M4 "Sherman" Medium Tank, 76mm Gun 1335 2095
M4 "Sherman" Medium Tank, 105mm Howitzer 593 0
M10 Gun Motor Carriage***** M10A1 1648 52
M36B2 Gun Motor Carriage***** 0 0
M26 "Pershing" Heavy Tank T26 6 1
This is just the Light and heavier vehicles but he also has numbers on small arms, support weapons, grenades and mines and Aircraft on there so definitely check it out if you're interesting in that sort of thing like me.
I however only want to note that I've only seen information regarding the M3 Stuart being delivered and used by the British and not M5 version.
Posts: 328
Also is it worth considering giving it more health as part of vet, so it's more viable in the mid/late game if kept alive.
Posts: 3053
Tbh I think both those abilities are valuable enough to be slots in their own right.
The OKW Assault Package is different because there's not much of a performance boost over the stock upgrade path.
Flamers, however, are a major upgrade for Sappers.
It's already got smoke from the mortar. It was getting a bit smoke overkill.
Crew repair is much more important given the commander's tendency towards lots of <100 FU vehicles.
I don't know, I really like the idea of having flamers too. Remember that getting a flamer on a sapper means sacrificing getting double PIATs, so it is kind of a tradeoff I guess.
True true. But again, that'd be assuming the M5 got some sort of repair aura, so it wouldn't be a sacrifice per se. Balance-wise, you could ofc make it timed and cost some muni or be some sort of hefty muni upgrade to the M5. It's really a shame that repair models won't work though.
I also really think the priest would be a bad idea in this commander. If you want arty, you go the commander called royal artillery regiment. This commander is already geared mostly towards 1v1 anyway it seems like, and having priest in it would (besides overshadowing sexton) be a bit clunky and weird.
Posts: 732
Tbh I think both those abilities are valuable enough to be slots in their own right.
The OKW Assault Package is different because there's not much of a performance boost over the stock upgrade path.
Flamers, however, are a major upgrade for Sappers.
It's already got smoke from the mortar. It was getting a bit smoke overkill.
Crew repair is much more important given the commander's tendency towards lots of <100 FU vehicles.
I think assault sections like IR.stg44,powerful but most time only one squad will upgrade,so it use one commander ability is waste,same as USF and UKF flamethrower upgrade,most time we traning engineer at the most two or three squads,and one of them will upgrade sweeper,so one weapon use one commander ability you don't think it waste?
Posts: 3260
I think assault sections like IR.stg44,powerful but most time only one squad will upgrade,so it use one commander ability is waste,same as USF and UKF flamethrower upgrade,most time we traning engineer at the most two or three squads,and one of them will upgrade sweeper,so one weapon use one commander ability you don't think it waste?
Are Shock Troops wasted if you call in only a single squad? You don't have to spam an ability to make it worthwhile.
Posts: 1220
Posts: 732
Are Shock Troops wasted if you call in only a single squad? You don't have to spam an ability to make it worthwhile.
Shock Troopers as AI commander ability is very powerful and got good timing,although IR.stg44 powerful unlock at 3cp,but you need SWHQ first,and Ober already have MG34 upgrade
As UKF and USF,they have weapon rack for all infantry already,if assault section give all squad Thompson or IRstg44 /flamethrower upgrade replace by callin a squad already upgrade it,I have no problem with it
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