General Information
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
German mechanized already has the short barreled (command) p4. So how are u replacing scopes with something it already has? BTW scopes is THE BEST thing on the doctrine, so you'll completely fuck it up if you remove it. Not a fan of the sniper changes. I find all 3 snipers are very easy to kill now and no faction should have a problem with them anymore.
I think this will be an interesting mod.
The Command P4 is no longer a short barrel and the short barrel P4s main gun has changed. They are now extremely effective vs infantry while still able to damage vehicles.
The reason why I removed the spotting scopes from mech was to keep the lefh 18 in three doctrines. I do not like how I adjusted Moblie Defense and I am thinking of adding a Lefh 18 to it. If I do I can replace spotting scopes and lefh 18 in mech.
What is OKW gonna do against enemy infantry with Volks without weapon upgrade, Sturmpioneers with MP40s and Obers without LMG? Politely ask them to leave? Removing literally all their standard AI seems a bit too much.
Also what OKW could really use is a proper Panzershreck squad to counter the onslaught of late game Allied TDs.
Volks do have three doctrines for upgrades, two for elite infantry, two for utility.
Sturmpioneers will did lose long range damage but gained close range damage as well durability. They also have a non doc flamer as well as doctrinal upgrades and abilities.
Obers come out much sooner and there rifles are still really good. Vet 0 obers will beat non equiped riflemen at any vet level. Vet 2 obers can fight against vet 3 riflemen with two bars.
Obers do have an 4 PZB AT rifle upgrade as well, making them very effective vs tanks.
Hi, I am also building a mod since 3 months ago. Just dug out your blob recently. Do you want to borrow some of my ideas or work together. Please contact me if you do. Here is my patch note for OST and SOV.I don't have any idea for changing the other three factions since I don't play them that much. Oh, I played mainly team games so my changes may not be 1v1 friendly.
If want any advice do not be afraid to contact me. My general philosophy is to make all units have a unique role so they can serve a purpose.
For USF, there problem is the fact there is only three levels of teching t0, T1/T2, T3. A more linear approach would help them out and space out there items more evenly. Additionally it would help giving access to all support items. (AT, HMG, Indirect)
OKW teching costs are based around the King Tiger. It puts some items out of timing when teching as well. (Raken, MG 34)
UKF
They have items that arrive too early, (AEC, Bofors) hence why I moved hammer and anvil to T1. They also lack a lot of items as well. (Mobile mortar) The mortar pit provides substantial fire power within its radius however the UKF can be easily limited to its radius since it can not clear out garrsions out side its radius. So usually it is unit killed or be killed, which can decide matches. Additionally, UKF can have a huge problem with light vehicles since the infantry section lack snares and piats can be inaccurate. One last thing is that UKF does not really have an infantry support vehicle. AEC is more geared to vehicles.
This looks solid and I really like what you've done with the British, they look more viable, just a question tho, apart from the M3 Halftrack giving weapons to your allies from Special Weapons Regiment, what was the other reason for removing this ability exactly? I think it was great as it allowed the British player to remain mobile, now more than ever with your added in mortar team.
And another thing, I also like what you did with the 250 Halftrack however I have a suggestion: allow it to reinforce when not upgraded and give it an upgrade to an MG as well, if possible that is.
Other than that this is just splendid.
Also one last thing, what do you think of giving the ability to team weapons of digging in? Imagine that you just build a weapon team such as an MG, a mortar or an AT gun, you set it up somewhere and can just use an ability for them to either spawn sandbags around them, which infantry units can use (ala Pak 43), or have an emplacement spawn on them?
I'm not suggesting you implement it, I'm just wondering for your opinion on it, that's all.
Cheers.
The Resupply M3 dropping weapons was really a bit out of place. UKF already has on field weapon racks through the forward HQ additional it allowed more of an excuse to reduce the CPs
A 250 Half track for reinforcing would have extreme overlap with the 251.
Having weapon teams build sand bags is not a good idea. This is more of the role of the engineer. Weapon teams are really meant to be mobile. Pick up and deployed some where else when needed. For HMGs, Maxiums, Dshks are good for assaults. Ostheer, and USF has Bunkers/Fighting positions and UKF can build trenches for the Vickers. AT guns are a bit too large to to use heavy cover properly and mortars are meant to be on the back line so they do not need sand bags.
This factions teching is being reworked to allow more proper timings and access to their equipment.
cashes removed
Captain and Lieutenant have been removed.
Major no longers comes free.
T0
T1
T2
T3
Doctrines
OKW
General
T0
Med HQ
Mech HQ
Flak HQ
Doctrines
UKF
T0
T1
Hammer
Anvil
T2
Hammer and Anvil research removed
Centuar
-able to apply suppression when stationary.
-no longer fires the weapon in bursts
It'd help a lot if this included a list of the abilities in each. Soviets and Ostheer in particular have a lot of "reshuffle" doctrines and it's hard to remember what's in each of them by name without having the game open at the same time.
For the mod I am creating, I have to look at the doctrine as a whole not individual parts.
Also, I would like more than 6 people to participate in the survey. Currently it is not a large enough sample size.
Suggestions: conscripts
Solidify them as an defensive infantry.
Remove ourah, Target size 1 (to improve merge), replace molotov with normal grenade, increase range of AT grenade.
Hit the ground their ability but it timed and not toggle. Hit the ground now scale with veterancy starting around 5% damage reduction 10% accuracy at vet 0, but scaling with vet.
Cost reduction for reinforcement with vet.
Replace PPsh package with SVT.
I think I have a way to fix merge. Set all the soviet infantry's target size to one and then use a squad modifier to the appropriate level.
I would rather they keep the molotov if the guards keep the grenade, to increase unit diversity.
May I ask for the reason for a timed hit the dirt than a toggle?
I can see a cost reduction with veternacy since they are a lower stock of infantry but it would be small like 1-3 mp.
Cost around 200-220. Now have ourah, molotovs and 3-6 PPsh (if one want some of the model not to have weapons, DPS adjusted to around pioneer levels) . Oourah now has penalty in received suppression/target size but scale with veterancy.
Other cap speed penalty, less penalty is red cover, less bonus in cover/garrison.
At vet 3 can be "redeemed" and be refitted into an elite infantry.
-Penals
The cannon fodder unit that is meant to die preforms way to well with its history. Penals are being moved to doctrines. Rapid conscription will now bring in Penals than conscripts. Penals will now functions like Ostruppen and are equip with bolt action mosin nagants. They are able to oorah and merge once again.
I would like to see a similar change in the live version of the game. Replace Penal troops with a version of Guards that is identical to the current implementation of Penals.
I would arm them with three PPShs and three pistols. Veterancy would be one extra PPSh per rank of veterancy
I have not really decided what penals should look like. I was half thinking 6 man sqaud with three having mosin nagants and will throw Molotov on there own with a 30 second cool down. They would also have a higher priority so the ai would usually target them first. Dirt cheap reinforcing and have a merge ability.
T1 now offer an upgrade that lower improves call-in infantry (cheaper to call-in? more accuracy? CP lower (from 3 to 2)?).
My plan was to make all call in infantry usable and adjust power and cost accordingly. The change with guards costing 3 cp never went through and no other infantry for soviets are at 3 cp.
C.E.
Flamer now give them smaller TS but they have a repair penalty. Minesweepers provide a repair/build bonus and XP for placing mines and trip wire flares.
I can look into placing mines for exp. I can add in improved repairs for minesweeper upgrades for all factions. For the flamer upgrade, I am going to look at the veterancy first to make them combat effective first. With mines for exp, this should help.
Guards
PTRS fire immediately do little damage to infantry. Their ability is replaced with "take aim" where PTRS now have increased accuracy and can now hit infantry for a limited time. Ability now scale with veterancy. Button does not require unit to continue firing on target, it stay on once used.
For the guards PTRS upgrade, I would give three PTRS rather than two. This would make them more effective vs vehicles. I would rather like to keep PTRS less potent vs infantry than their SVTs. Instead of a take aim why not a suppressive fire ability? The ammo is 14.5 x 114. This is larger than a .50 cal (12.7 mm)
M-42
Solidify M-42 as counter to light vehicles. Extra accuracy and damage vs light vehicles (similar to 6 pounder, wide cone, fast reaction times vet 1 ability similar to 6 pounder.
It was my plan to add in a Pak 36 using the same model to ostheer. Once an allied faction where to pick it up it would be called a M42 and an axis faction picks it up it would called an Pak 36. The pak 36 vet one ability would be to fire a Stielgranate 41 to snare an engine. The M42 must have an equally powerful ability. I was thinking it would be something like tread buster like the AEC. First round it would fire would blind, second shot will slow, and all following shots would fully stun. This would be a timed ability designed to pin tanks to be destroyed.
The damage of the gun would be increased to 120 from 80 so trucks would be two shot, 222s and other lights would be 3 shots, panzer 2s and other 400 hp would be 4 shots and standard tanks would be 6 shots.
Once the mod tools update. I will be building a mod that will change interactions, balance out problems and hopefully increase game diversity. Here is an outline explaining problems and hopefully some solutions. This thread is meant for mostly infantry actions but if you have other questions, do not hesitate to ask, openly or pm.
Soviets
-Conscripts
The conscripts vs grenadiers will be largely set as the base line for most balancing. There is only some minor things I would change. I am not sure if I am going to swap the MG42 and grenadier right know so this may subject to change.
Oorahing conscripts can be quite powerful to flank around mgs thanks to the change of the traversal a minor change to help early game engagements.
Oorah is now the vet 1 ability
The flare mine is incredibly powerful for how cheap and available it is. The flare mine can not be queued up since it is an ability. Some changes are needed.
Flare mine ability removed Combat engineers may now outright build them in the build menu. They are unalbe to kill models and deal no damage. Cost reduced from 10 to 3 munitions.
Other changes see guards for explanation.
-Combat Engineers
I consider these guys the worst engineer unit in the game. These guys hold little in combat effectiveness outside of the flamer and cheese. I would like to improve these guys so they at least hold some significance.
Now equipped with PPSHs
Price increased to match combat effectiveness
Flamer now requires Molotov research. This will help prevent flamer car cheese
Able to upgraded non doctrinally with two PTRS's
-Penals
The cannon fodder unit that is meant to die preforms way to well with its history. Penals are being moved to doctrines. Rapid conscription will now bring in Penals than conscripts. Penals will now functions like Ostruppen and are equip with bolt action mosin nagants. They are able to oorah and merge once again.
-Guards
Guards right now hold too much power. They are the jack of all trade unit while excelling at all. Now with a vacancy in T1 they will be move to there non doctrinal with some massive changes.
These guards will function like the live penals. However they will not have any non doctrinal upgrades. However they are affected by the conscript doctrinal upgrades so it will not limit T1 based on doctrines.
Guards will equipped with SVT equal to the penals
Guards vet 1 ability will now increase sight ranges when in cover
Guards can be upgraded with PPSH's
Guards can be upgraded with PTRS's
Guards can be upgraded with DP 28's
Guards can use hit the Dirt
Doctrinal Guards ability now replaced with either PTRS upgrades or DP 28 Upgrades
Doctrinal DP 28 upgrades allow conscripts to be upgraded with one DP28 and Guards with two. Guards will be able to button vehicles for a reduced price
-Scout Snipers
The current snipers are designed to just cause bleed or lose a massive investment. This causes a lot of frustration to the user and recipient so I am going to move all snipers and marksmen to doctrines in certain ways.
Scout snipers moved to various doctines
Partisans snipers added and moved to various doctrines
Scout snipers will be reworked to function like Jagear light infantry and Pathfinders.
Partisan Snipers will preform like the old two man sniper teams. They will be inflation unit but their sniper rifle has a 20 second delay before being able to be used.
-Partisans
Now only one squad from two different ones. Anti Infantry, Anti Tank.
5 man squad armed with two Mosins, two Kar 98s, and one lee enfield. All equal
Able to upgrade to a Anti tank package or an anti infantry package
Anti tank package will have one PZB, one PTRS, and one Boys AT rifle. All equal
Anti infantry package will have one PPSH, one MP 40, one Grease Gun, one Sten, and one thompson. All equal.
-M42 added to T1
T1 may now be built anywhere on the battlefield. T1 is able provide reinforcing.
T1 may now be upgraded to a forward retreat point once T3 is built
T1 will gain 3 medics when the HQ medics are researched
T1 cost increased from 160/10 to 200/20
Ostheer
-Command Bunker
Able to establish a forward retreat point once Battle Phase 2 is researched.
Upgrade cost changed from 60 munitions to 100 manpower
-Pioneers
Like Combat Engineers these preform poorly in combat and are need of a buff.
MP 40s now equal to the Assault grens MP 40s
PZB 39 upgrade now available
Flamethrower and PZB upgrade now requires battle phase one
-Sniper
Moved to doctrines
Jagaer Light infantry added to doctrines
Pak 36 added to T1
-222/221/223
No longer comes with an auto cannon
Able to upgrade to either an Auto Cannon or to a 223 Radio command set
The 223 upgrade provides mini map radar and allows the ability to lock down the sector from any position.
221 cost now is 200 manpower 15 fuel
222 upgrade is 50 munition
223 upgrade is 50 munition
Able to use the doctrinal regal AT mine ability
-Stormtroopers
Something that I have mention before and came up with different solutions. The problem is that they are not very unique and cost a lot a munitions in faction who craves munitions. My current idea is have them effect in combat at stock while having the option of using a large variety of explosives. Ostheer does not have an infantry based demotions expert.
Now a 5 man squad
Vet 1 ability is Tactical assault
Able to throw Cooked Stick Grenades, doctrinal Stun Grenades, and smoke grenades. All share a cooldown.
Able to booby trap points with either HE or Flares. Flare trap costs 0 Munitions
Able to build Schu mines and Teller mines
-Assault grens
Removed and replaced with upgrades.
Renamed to Assault Training
Pioneers and grenaiders can now be upgraded to increased there squad size by one and allows them additional abilities.
Pioneers will be renamed to Sturmpioneers
Grenadiers will be renamed to Sturmgrenadiers
USF
-Riflemen
Currently I would say they are over performing by a small amount at stock. Changing there target size from .97 to 1 should help this.
-Rear Echelon
This engineer unit is only really good at being a weapon carrier. Buffs to long range damage would overlap with riflemen. Buffs to the close range damage would overlap with Assault engineers. This is why I am going to have Rear Echelon swap with Assualt engineers. This will allow me to make them into a reserve unit that function similar to Ostruppen
Squad size increased to 6.
Penalties when not in cover
Volley fire is now the Vet 1 ability
minesweeper and flamer upgrades remove
-Assault engineers now in T0
-Mortar now in doctrines
-WC51 is now in T0
I have some experimental ideas in mind for this unit. I think it could preform better non doctrinally rather than in a doctrine.
Able to upgrade with a 50 cal when weapon racks are researched
Able to upgrade to a supply truck for 100 manpower. Uses the canvas animator. Able to lock down a sector and increase its resource income. (Cashes moved from USF)
-Teching is now linar
T1 has LT (not free) M1 AT gun, Pack Howie, and M2 HMG
-Pathfinders
Now mostly a Grenadier clone
0 CP
Able to be upgraded with scoped rifles
OKW
I really do not like how OKW has so many overlapping unit roles which makes them to similar and not feel very unique. It comes down to weapon choices.
HQ now has a medical upgrade. Affects Med HQ
-Sturmpioneers
Now a five man MP 40 squad
Able to upgrade to a flamer non doctrinally
Able to upgrade to two MP 44s doctrinally
-Volks
Incendiary grenade replaced with a he grenade
Able to upgrade to two MP 44s doctrinally
Able to upgrade to a sixth man doctrinally
Able to upgrade to repair doctrinally
other doctrinal upgrades
-Obers
now equiped with G43s in order to make them more unique (same stats)
Now able to equip 4 PZBs for anti vehicle damage (undrop-able)
Now available Med HQ
LMG 34 damage reduce to match timing
-Panzerfusiliers
In live they are too overlapping with Obers and Volks. This is why I would like them to become a 6th man squad upgrade for volks to improve capability seeing how they do not have the STG upgrade any more.
-Infantry sections
They guys can be incredibly overpowered in certain stages of the game, and other times they can be worst. They need a complete rework.
5 Man squad
target size is one
Rifle roughly equal to volks
Cover bonus at vet 1
Bren damage adjusted
Mill bombs research now allows for heat grenades
Pyrotechnics upgrades now requires Mills bombs
Medical supply upgrade now requires HQ medic upgrade
Medical Supply is now a passive
Able to upgrade to doctrinal scoped rifles or doctrinal AT rifles
-Royal Engineers
swapped with vickers in teching
doctrinal flamethrower and wasp upgrades now swapped
-Mortar pit
replaced with a mobile mortar
mortar pit moved to doctrines
-Commandos
pick up vickers k LMGs instead of Brens (same stats)
What I meant is if I add this to a unit when will they use it?
I was looked up the voice lines for the codes in the Archive Viewer. I tested out by giving the pioneers a cloned volley fire. I will safely say this voice line can be triggered with any targeted ability. I am not sure about toggled, passive, or timed abilities.