I'd a rather see more useful units rather than an ability that gives you free bad ones. And by give I mean replace, so you're not even on a numbers footing.
Well, I've had many cases where I had to sacrifice a disproportionate amount of chasing Jacksons in trying to finish off a low health Panther or Tiger. The ability would be useful for those cases. In CoH1, AWM was in an environment where some tanks like the Pershing were MP only (well, call-ins basically). In CoH2, killing a Tiger off matters more as it isn't MP-only, while saving a Jackson matters more since you don't have an MP only alternative. That said, CoH2 USF is far more munitions needy and AWM would basically be mutually exclusive with P-47 skillplane support so Supply Yard-ish abilities are worth considering too. I just have two goals here:
1. Fix how USF is too micro intensive and luck dependant with poor armor and penetration on all their units at late game.
2. Give people a reason to tech for all three commanders. Right now OKW has a reason to do that. |
Not a fan of it: USF doesn't need a 250 munitions ability for a 30 second window to replace up to two units. It's an advantage that can only be gained if the enemy is too reluctant to engage for fear of losing time to repair after destroying your own units, which isn't exactly hard since USF has no well-armoured units in CoH2. Not to mention, this as a doctrinal ability would kind of have to go along with good armour call-ins.
@AssaultPlazma nothing in the OP mentions a mod project or that the subject is for a mod. Don't stoop to his level.
IMO Germans have a larger margin of error considering their more varied armour options. You're also assuming the USF player has a lategame advantage at all, which by virtue of game design isn't the first expectation.
Also, AWM only really works because it existed alongside the ability to call in Pershings, plus the American faction in CoH1 could, regardless of doctrines, permanent upgrade all Shermans to use 76mm. USF however can only rely on Easy Eights, which is doctrinal.
I believe this was what made the ability useful: you could save a Pershing. What would you expect to save in this game? Two 75mm Shermans? Two Jacksons? I'd rather a P-47 strike, which has the same cost.
I think something more useful or versatile wold be more appropriate, like a simple Manpower Blitz or a clone of Redistribute Resources.
Well, it could last longer and replace more units? Or be cheaper in munitions cost perhaps? |
I think that problem has a simple solution in that suppressed units should have halved grenade range. |
Why not replace breakthrough with conversion of fuel to munitions?
Because:
1. That ability is a bit OP.
2. Breakthrough is pretty useful for the doctrine. Maybe it could do with costing less fuel or munitions instead of fuel, but it helps a lot. |
The MG42/34 either need a larger crew size, better swivel and firing time, or they need to lose the stupid outdated 25% more received accuracy.
Yup, this really needs to be the case. I would apply it to DShk, .50 cal and Maxim too. |
Update!
- Stormtroopers now cost 440 MP to deploy, and 50 MP to reinforce. They now use the Obersoldaten Kar98k, take as long to reinforce and have similar base stats.
- Vet 1 is now auto healing outside combat instead of Field Kit. They are supposed to work alone so nobody to heal them.
- Stormtrooper G-43 upgrade added. For 100 munitions, you get two of the same G43s used by Jaeger Light Infantry.
- STG-44 for Stormtroopers now gain unique stats; they have the same base stats as STG44 IR so they perform better against cover. Same damage though.
- Stormtroopers upgrade to 2 Panzerschrecks for 150 munitions. They can put these schreks away and they don't have a chance to drop. It takes time to stow them away or re-equip them and they can't pick up any other weapons.
- The fuel for Ostheer is automated. |
You could still spam their VP with in the late stages of the game. And you cant cache high resource points.
Whatever the case, it has too much overlap with Stormtroopers and Breakthrough. Sprint and Stormtroopers already eat your munitions, let alone Close the Pocket; the selling point, so the doctrine does not need another slapped on poorly thought through psuedo-relevant ability. |
Its for his mod dude, what the heck is up your butt?
On Topic: cool idea but how would this work as a stock ability? Sounds a bit too easy to abuse if you already hold the advantage allowing you to YOLO tanks to their deaths and instantly replace them
True but if you're holding the advantage at late game as USF it means your enemy is doing something seriously wrong. Jackson is USF's best anti-heavy vehicle unit and its performance speaks for itself.
Moreover this forces teching for the entire faction; If it were doctrinal you wouldn't need to do that and half of the point would have been missed. |
What's Allied War Machine?
Think of Rapid Conscription, but for tanks.
You pay 200 munitions, and up to two tanks are replaced if they die while the ability is active. That's how it was in CoH2. |
So hey. In the late game, against heavy tanks and sometimes Panthers, USF is lacking. Soviets can manage with their Mark Target T34/85, ISU-152, B4 or IS-2, but USF has nothing of the sort.
A second problem, or really just a design flaw is that there's not much of a reason to backtech to Captain or Liutenant once you've already picked one early on and then went for Major.
So I combined these two and came up with the idea of Allied War Machine. You all know what it does.
Should AWM be an unlocked USF ability once you research all three tiers? |