updated the title requested by the op.
Thank you!
On vet 5: I like it. It hypothetically means OKW units scale better without munis investments; this is in contrast to Ost, whose original design required upgrades for scaling. This said, it's very strange for OKW to have good scaling upgrades AND the vet 5 system. TBH I think that Shrek, G43, MG34 packages should be less on scaling raw power by a lot and more on unlocking ability sets to round out your army. Then we can buff vet 3- 4-5 to intended levels without breaking the game, and offer more muni sinks for the OKW player. (MG34 suppressive fire, sprinting, over watch abilitys, panzerfausts, etc.
This combined with Volks/Sturms rework, non MG34, and Dangers teching ideas would pretty much make the faction perfect |
Cavalry Company
1 CP -Cavalry Riflemen call-in, Riflemen with cooked frags, throwable smoke, Thompsons. 320 MP
2 CP-Mortar Halftrack call in
3 CP -M5 Halftrack Call-In (identical to Soviet, but no mg upgrade. Instead can lay m20 mines)
8 CP-Tactical Assault ability: costs 50 munis, all infantry sprint and take less damage.
12 CP-Target Mark: any enemy target is marked by high altitude planes, increasing received accuracy of target and increasing pen of allied tanks shooting at that target. Weak effect but is done 3 times per use.
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^^my first impression of this redesign is very good because it does a lot of things that were mentioned a lot of times (not only recently, but over the course of time).
Also, flame nades on Sturmpios, yay.
edit: also, I like the vision statement.
I like it a lot. |
Together with Hajas I made an OKW Overhaul mod. You can subscribe to it here: http://steamcommunity.com/sharedfiles/filedetails/?id=552338586
Please note, this is about the design. Costs, damage profiles, ... are roughly chosen, but its surely worth a try playing.
Here is what we changed:
Removed the resource penalties.
Tier0 - HQ
Units you can build:
- Pioneer [STARTING UNIT]
200MP
The pioneer is basicly the same from the Wehrmacht faction. It can build heavy wire and schu-mines. Still has the flamer upgrade and minesweeper.
- Volksgrenadier
260MP
The Volksgrenadiersquad now comes equipped with mp40's. You can upgrade them when you build T2 to MP44's. They can throw the fusilier AT nade. To throw a grenade you need vet1.
- Kübel
240MP
Nothing changed.
- Flak HT [HEAVY SUPPORT]
270MP 30FU
This unit had some required resource changed. But its locked behind the upgrade Heavy Support. The intention is to keep the MG34 as a commander call in, the flak HT is a good supressor. Its also effective vs light vehicles.
- SwS call in
100MP 20FU
Call in a truck.
Upgrades:
- Heavy Support
100MP 50FU
This unlocks a unit in every building.
For T0 this is the Flak HT, T1 this is the Jagdpanzer4, T2 you get the Panzer IV and T3 you get the KT.
Tier1 - Medic truck
Units you can build:
- Obersoldaten
460MP 20FU
They are equipped with MP44's, you can upgrade with an LMG. The MP cost has been increased heavily, they also cost a small amount of fuel, because they come in a 250 HT now. Its a five man squad now.
- Jagdpanzer 4 [HEAVY SUPPORT]
400MP 135FU
Nothing changed, but is locked behind the Heavy Support upgrade now.
- Tank Hunters
425MP
A new squad, five men heavy. Comes with 1 panzerschreck. You can get two more panzerschrecks for 60 muni each. At vet3 they get an ability they increases the received fire on a selected vehicle for a small amount of time.
- LeiG
350MP
Nothing changed. But the supression should be removed, and accuracy should be lowered.
Upgrades:
- Retreat point
Nothing changed.
Tier2 - Flak HQ
Units you can build:
- Sturmpioneer
340MP
Alightly better damage, can place med kits for 15 muni at vet1 and can build Riegel mines. Riegel should cost 90MU.
- Raketenwerfer
290MP
Has range of a normal AT gun now.
- Puma
320MP 70FU
Nothing changed
- Luchs
350MP 70FU
Nothing changed. But fuel cost slightly increased (50 to 70).
- P4 [HEAVY SUPPORT]
360MP 135FU
Nothing changed. But is locked behind the heavy support upgrade now.
The flak HQ is moved here to boost the early game a bit, also to give a more secure place to your late game vehicles (Mech truck).
If flak HQ replaces T2, the damage and supression should be lowered.
Tier3 - Mechanized truck
Units you can build:
- IR HT
200MP 5FU
Basicly the same unit.
- Stuka
390MP 100FU
Basicly the same unit.
- Panther
490MP 175FU
Nothing changed
- KT [HEAVY SUPPORT]
720MP 260FU
Nothing changed. You still need all three trucks.
The convert muni/fuel ability is still available to.
Please keep in mind, this is about the design!
I like the design, but Pioneers are redundant with Sturms, and Obers coming in a halftrack is weird.
But I like the overall design, especially with T0 upgrade needed to get powerful vehicles. I think Panther should require Heavy Support as well. |
Recon doctrine is only good for all-in 5 to 6 Rifle super aggression build orders, where massed Greyhounds rape their base and Pathfinders take out base turrets.
Entire commander has no "oomph" and using purely nondoc USF stuff is actually hard, because if you mess up the standard 3 Rifle M20, you are done for completely.
Airborne Combat Group sucks, recon sweep is good, greyhound is only good as soft AI/light vehicle fighter and baseraper that must be rushed for good timing, I&R Pathfinders arty is great but they have no utility. (Don't say recon, when everything in the commander can recon.)
And Forward Observers only purpose is scouting for MGs, but with smoke grenades and proper rifle play you don't need this ability at all.
Make forward observers upgrade and much better, make Gravyhound 25 fuel or buff its gun, give IR pathfinders one scoped M1 Garand, buff Airdropped Combat Group by making the AT gun come manned, and the Paratroopers "Elite Paratroopers", that come with Thompsons and can camo at vet 1, with maybe better received accuracy. |
What if you tied what units you could build from trucks to a linear global tech in T0, just like Ost? Difference here is you get to pick your structures. |
Marines did not take part in combat in the Western Front except in a few very specific circumstances that are not modelled in CoH (e.g. minor combat in Southern France when they went ashore from a battleship, and didn't push inland at all; firing from ships during amphib invasions / assisting in mine clearance duty).
Exactly what an Axis fanboy would say.
The Germans continue to hog the best infantry, AT, and armor ingame. Until the USF gets Marines, Caliopes, tactical precision strikes, Jeeps, M18 recoilless rifles, advanced M1A2 Infrared Carbines, glider infantry, HEAT shells, and other *required* tools to even the odds, I'll continue to whine. I'll whine until the day the Axis armies are completely beaten to a pulp by the forces of democracy. And then, we can proceed to delete the Krauts from the game. Literally. With the Atomic Bomb Company. |
Delete them... Delete Rear echelon from the game.
Replace RE with Fresh-from-boot-camp-riflemen, and then replace normal riflemen with Rangers.
Replace the rangers in heavy cav with VETERAN Marines.
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Penal scaling should be looked at.
To me, they start off a squad of slightly shootier Cons, but as they fight together they increase their nationalism and bond with each other. (Hence Oorah! at vet 1.)
So at the start they are a suicidal unit, but as they scale you must either risk them in suicide attacks with satchels and flamers, or use them as ranged anti infantry.
Problems: as ranged anti infantry they are garbage, and satchel nerf makes them less useful at frontal attack.
Solutions: buff SVT-weapon profile to be more like M1 Garand, buff vet 2 and 3 gains especially.
Buff satchel, but put under flamethrower upgrade. Rename "Assault Package", 75 munis. |
So pretty much what was achieved here:
Teching should be more flexible-with amount of available units per building depending on overall tech level.
-whether this is accomplished via global T0 research, or amount of trucks placed.
Volks need a rework, or at least better scaling.
-buffing Kar98 damage to 12, at least.
Mech HQ needs buffs for it to be viable-swapping Obers and Walking Stuka is a good idea
-on this thought, Flak Halftrack ought to be price buffed, when considering its fragility.
Vet 5 on many units is unobtainable/useless
-buff vet on underperforming units.
JP4 in BHQ is over performing, makes it a no-brainer.
-move P4 to Mech HQ (remember, Teching is redesigned so fuel cost is high) to compete, or move JP4 to Shwerer, with Luchs going to BHQ. Luchs could also require additional tech. (2 structures.)
Kubel holds early game together in good hands, but ultimately hurts faction.
-swap Kubel and doctrinal MG34, while buffing both.
Shwerer Flak HQ gun should have some sort of cost.
-300 to 400 MP sounds good. To compensate it can be buffed to pre-nerf levels.
Sturmpioniers medical crates ability isn't worth it, further encourages BHQ usage.
-make Medical Training a possible upgrade for Sturms, that functions like the Brits. It's this or minesweeper package.
Obers are too easy to wipe
-adjust DPS output and received accuracy and cost of individual soldiers to a lower level than now; give Obers 5 men.
King Tiger isn't good enough
-buff Spearhead.
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