Getting African-American face variations would be pretty simple. There's already animation state support available to make a model switch faces, rather than using randomized ones.
One technical problem is that whenever an African-American squad recaptures a gun, the portrait and speech would be reset to the default white version of that weapon crew. Since weapon recapture squads are nation based, not squad based, Relic would've had to redo that system to make the recapturing squad change portrait and speech codes accordingly.
Then there's the sensitivity issue, which was probably the most likely cause of cutting the unit.
To do the unit justice, you can't have them be an inexperienced combat ineffective builder unit. Rear Echelon African-American troops were being brought up to the front line and reorganized into Provisional Rifle Platoons to replace combat losses within the infantry battalions of armored divisions. This means they would've been organized into proper rifle squads and equipped with M1 Rifles, not carbines. Also being Rear Echelon doesn't necessarily mean they were all builders, so making them engineers wouldn't have fit; rear echelon covers a huge number of jobs, like clerks, tailors, kitchen staff, and so on.
All of them were combat trained, so at most the provisional rifle units were inexperienced. They proved to be determined and enthusiastic, since they wanted to prove their worth now that they finally had a chance to do so. But now we're left with a unit that's no different than a regular rifle squad in terms of gameplay. Changing them into weak builder units would've looked insensitive (and also historically inaccurate).
Oh, and the Osttruppen unit is not meant to represent German allies (like Romanians and Hungarians). It's a unit formed from Russian volunteers and former Soviet POWs that were given a chance to escape the slow rot of a POW camp. Most of them were also given rear echelon or rear area security duties since the German officers (correctly) doubted their morale. When Ost units began deserting and surrendering en masse in France, one German general said (from my own memory) "We're expecting a lot if we're asking Russians to fight for Germany in France against Americans". |
Yes, no, maybe?
Historically both could fire on tanks, but then nearly any artillery piece could if it was able to aim low enough. They also historically hated the idea, because most artillery is optimized for indirect fire, and the crews are primarily trained for that job. Firing on tanks was a desperation move because the battery was unable to pack up and leave in time before the enemy reached their position, or because the anti-tank guns simply weren't enough.
So I suppose you could have them switch to direct fire anti-tank with a toggle button. But you'd need to make them pretty inefficient at it, so that for the same cost of an leFH18 or ML-20 you could have gotten 1-2 anti-tank guns that are much better. And if they're inefficient at it, the toggle is only good if it's a desperate situation. So in most cases you'd never use it, and you'd hope to never have to.
The ZIS-3 is a notable exception since it was built as a multi-purpose gun, and so it wasn't rare to see them right up at the front line. |
I brought up this idea in a prior thread.
Changing the 7.5cm leIG18 to be like it actually was historically might fix this problem. It was mainly used in direct fire, since it was light enough to be pushed around into position. When firing indirectly it's shells were no better than the 8cm GrW34 mortar, aside from a little more range.
So...
Regular attack is direct fire, firing an HE shell (No suppression), with a much shorter min range, and with a max range similar to an anti-tank gun.
Reinstate the HEAT rounds as a munitions ability, so it can act as a 'soft' anti-tank gun in emergencies.
Can barrage with an ability only, salvos aren't as fast the 8cm GrW34, and the arc is more shallow so more likely to hit buildings and obstacles.
Auto face can be removed, since it's acting more like anti-tank gun now.
End result:
Still good at knocking out infantry, machine-guns, and emplacements at a distance.
More of an offensive weapon, not a defensive one to halt enemy attacks from any direction.
Can act as an emergency anti-tank gun, but it will cost you munitions, and requires more micro since it's an ability.
Can act as a mortar, but not as good at it.
tl;dr jack of all trades gun, master of none
As for the 75mm M1 Pack Howitzer, that was definitely an artillery piece that was used indirectly almost all the time. It should stay as an auto-firing indirect weapon. Keep the auto-face but remove the suppression and I think it'd be fine. |
message_colour_a is 0, which means the alpha is 0 (invisible). 255 is fully opaque. |
Can you show how you set up the kicker message? |
If you set it as percentage, then it reduces the affected target to that percentage of HP. In your case it's being reduced to 10%, nearly killing it.
I can't think of an easy way to make a weapon do 10% more damage on a rear hit, unfortunately :/ |
If this is an historically accurate Pershing (IF. We all know CoH isn't a bastion of historical accuracy), then it would be pretty comparable to a Panther. Which, to be fair, is pretty good considering the Panther weighs and performs like a heavy tank anyways. The side armour was a bit better, and the 90mm could pack a better HE warhead, but otherwise it's not an uberdeathmachine.
If they went that route, it would make the most sense if it was built normally without a limit, and showed up in the Battalion Command building like the 'Easy Eight' does.
If they really wanted an uberdeathmachine they would've given us the T26E4 'Super Pershing'. |
One possible approach is to make the Boys a munitions upgrade. Until the upgrade is purchased, the Sniper uses a scoped Lee Enfield rifle and functions pretty much like any other sniper. With the Boys upgrade the sniper is no longer 100% accurate against infantry (There's no scope on it, after all), but can now damage light vehicles. |
The Forward HQ gives a +50% damage boost to anti-tank guns, so if that stacks then it will quickly turn it into a one-shot anti-tank deathray. It's a multiply_add operation rather than multiply, so each stack adds another 50% of it's base damage (80), so 160 -> 240 -> 320 -> 400 and so on. |
Alternative: Make it like it actually was.
Remove it's normal indirect fire and put that into the barrage ability only. Instead it fires directly normally, making it like a crewed version of the short-barreled Pz IV 75mm.
And then suddenly it's an actual infantry support weapon, something you use to knock out machine-guns, troops in buildings, and the occasional light vehicle, but not to unleash terror on half the map.
( Oh, and remove the suppression. ) |