Flame Hetzer should be 80 fuel, at most. |
You were right on with the sneaky bit...until the Incendiary Bombing Run; bombing is not that stealthy like...
It'd be better with like a M24 Chaffee Call in at 6CP or so? Maybe a bit earlier.
Make it able to trade well with a Puma and give it a recon pass ability or something similar to the Valentines recon ability but instead of making it immobile, make it only reveal forward facing but allow it to move at normal speed but unable to shoot.
OP edited. Thanks, cool idea. |
I agree Nee.
Abilities are easily made to be balanced. Also, I don't see that OKW commander as OP.
Camo Ability-think of Soviet AT gun camo, if it costed muni. This wouldn't be ambush camo like on JLI, Partysans, etc. it would totally remove unit from combat. Uses of ability would be recon/infiltration, not really combat unless your ambushing a tank.
Black Devils-your right on them being Allied Falkimjager. (One black, one green devil.)However, no AT snare, lower alpha damage when they appear, and no vet 5. In return they can go through snow. I also have no qualms with Black Devils being frail/expensive.
Radio jamming-I think it would be a neat ability of done properly.
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Because their armies were irrelevant and could be rolled over by 1939 soviets effortlessly?
Dude. Finland mounted flamethrowers...on their submachineguns. |
^Obers can suppress as well. |
Paras amazing? Right now rifles are better in almost all scenarios.
No. Paras aren't used because timing them and Paths is tough without bleeding because you have to open with Rifles.
But minus that they are the best infantry ingame, period. Tactical Assault absolutely murders weapons teams and retreating units, M1919s are OP as ever, they scale incredibly, and can reinforce ANYWHERE. Oh yeah, how did I forget, Satchel Charges can blow up bunkers and OKW buildings too. |
I like it.
Swap Kubel and MG34, and buff Kubel. |
Exactly. They had cray cray weapons and their winter warfare training is PERFECT for CoH2.
I really want a USF infantry unit with a smooth operator/straight edge vibe, and I also want a commando type unit. |
I like this idea . +1
I also think that the concussive grenade should be swapped for either an AT grenade, regular grenade, or smoke grenade. |
Every faction in game has at least one commander specializing in stealthy infantry play and intelligence. Partysans, Salvage/Special Operations, Jaeger Infantry and Encirclement, and Commando Regiment all give their respective factions the opportunity to be played in an infantry heavy manner, using stealth and surprise to catch the enemy off guard before they can react.
Now that USF has Pershing and Rangers, this is truly the last hurdle for USF to be the greatest faction in CoH history. I present to you, curious reader, Light Infantry Company.
0 CP-Infiltration Training
Allows officer units to order themselves and surrounding infantry/weapons teams units to use "Camouflage" ability, not in negative cover. Costs 35 munis.
1 CP- Communications Intercept
Functions identical to Soviet Radio Intercept, however for balance reasons it's at 1 CP.
5 CP- Light Riflemen (Black Devils)
Elite, 5 man infiltration squad armed with prototype carbines. Can plant demo charges, throw thermite grenades, and upgrade to M1941 LMGs which function like the FG42. Camo by default, moves through snow/mud with no penalties.
7 CP- M24 Chafee Call-In
Advanced light tank with a 76mm gun. Armor and speed of Stuart, with gun of a M4A3 Sherman's AP rounds. 80 fuel, has two abilities: A generic speed buff ability at vet 1, and at vet 0 a critical shot ability. Can upgrade to a .50 cal machine gun, and sight range improved with vet.
10 CP- Signals Warfare
For a cost of munitions, enemy minimap and audio ques can be garbled/disabled. Vacant Territories that are cut-off are decaptured. This is a costly ability that lasts 60 seconds.
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