General Information
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
Just to make it different, so Armor and Mechanized feel different as well as making it more thematically correct. Why make them have the same destination for when it can be different? The two units would have pros and cons. One has more range while the other has more armor. M4(105) would be a an smg, the M7 would be a sniper, and the M7B1 would be a mortar if were to give it a "relative infantry comparison."
Bugs
-The para supports when upgrade with bazookas do not have hold fire
-The un-upgrade WC51 still is called w/ 50 cal
-The WC51 gunner appears when the truck is garrisoned while un-upgrade
-The Sherman (76) is missing skins. 11, 12, 13, 15, 16
Suggestions
Ostheer's Supply drop
Instead of a PaK 40 how about a Pak 36. I made a quick demonstration to show what I mean
It is exactly the same as the M42 but both receiving some buffs.
Damage increased to 120 from 80 (a bit different in the video)
-this would make 400 health units die in 4 hits while 640 health die in 6.
-The veterancy one ability as shown would snare an engine like a faust but only doing 100 damage does not change the number of hits till dead afterwards.
USF's Mechanized
Overall the changes were good but I do not like a couple things. The added utility of the WC51 mark target and the desired 155mm off map just feels out of place and a way to add more commander ability past five. Additionally, the M3 is still competing with the ambulance while a sturdier option I think I have a good alternative to both. Why not make the WC51 more similar to Ostheer's 250 call in?
WC51 Assault Group
One WC51 with a loaded Assault Engineer is called into the battlefield
The WC51 can be upgrade with one of two upgrades
-50cal
-Forward OP
Removes the ability to garrison units
Gains additionally utility abilities
Mark target
155mm?
Smoke?
resource gather/steal?
Forward Reinforce?
Medpacks?
Uses the canvas animator
this could for the allowance of adjusting the 250 call ins as well
With the lack of skins for the Sherman (76) and the mortar half track in the experimental stage, I have an even more experimental idea that could replace both.
M7 105 mm Howitzer Motor Carriage
This is different than the M7B1 Priest for this is a direct fire support unit and is historically accurate. Or at least accurate enough for CoH2. The unit should preform similarly of a combination of a SU 76 and the Brumbar. It has good anti-infantry while still able to damage medium tanks with at least direct hits.
The main gun is similar to the Brumbar except for the following.
-Range is increased to 55 from 40
-Unable to fire on the move
The MG damage is equal to the M20 to provide additional fire support
The armor is the same as the priest (60) but the health is increased to 400 from 320 for increase resilience.
In the weapon file under behavior, there is ignore_relations. "Determines if the weapon can target allies or not. If true, weapon ignores allied / enemy relationship logic; false, is standard sim weapon logic (consider target relation to weapon owner). " This could be a good start.
Just like the title says: Is it possible to disable a weapon to be overridden by a slotitem? I want an specific model to only have a pistol, no matter which other slotitems are in the squad. I tried to add the pistol as slotitem, but one random squad member will get it after reinforcing.
Does anyone have an idea to solve this?
This would help the USF captain and lieutenant model as well. In the weapon file under behavior, there is a option for "can be substituted." Not sure if this is the answer, but it could be a start.
When it comes to USF early game it performs too well vs Ostheer. They added the mortar to counter the MG 42 and the grenade smoke allows even their starting infantry to counter the MG 42. Ostheer does not have any other non-doctrinal openers. They must build an MG 42 but even then their field presence is much lacking in comparison to other factions. My solution to this is to buff the Pioneer to be an actual fighting squad along with the Soviet's Combat Engineer. Ostheer's pioneer and the Soviet's Combat Engineer are the weakest units in the game. The Soviet's Combat Engineers is a four man pre-rework Conscript squad. The Ostheer's Pioneer has trouble fighting even with absolute perfect engagements. They will tie with the reworked conscripts and uncovered Infantry Sections. They still straight up lose vs Riflemen, Penals, and covered Infantry Sections. Of course, absolute perfect engagements never happen so pioneers never have any fighting power apart from the flamer. Ostheer is always munitions starved since their units are generally the weakest vs their counterpart. If pioneers where to receive a buff then openers such as a duel pioneers would be mean the MG 42 would be less common and then the Riflemen smoke would not be all that strong.
The USF mortar as we all know is the weakest thanks to its range of 65. Though the smoke range will be buffed to 80. In order to make it more usable, I would suggest on reducing its set up and tear down times for more mobility. Since all of its counter parts can counter barrage it quite easily, this will help it avoid fire and able to help assist riflemen being able to keep up with them.
When it comes to lieutenant tech, the main problem is the lack of AT. This is fine since bazookas are a possibility and a quite reasonable option. However this conflicts with the M20, munitions hungry support unit. Instead of switching the AT gun and the HMG with the captain tech I propose this. Switching the M20 and the Pack Howizter. The M20 can lay mines for the M1 AT guns. The lieutenant tech would still rely on bazookas while the pack howitzer and HMG are still excellent anti-infantry. Perhaps as well reducing the research time of the lieutenant tech as well?
For the supply drop, here is a simple idea. For the AT gun why not a "Pak 36" that uses the M42 entity. The Pak 36 was issued to Fallshimjaeger units and other light infantry. This weapon could fit thematically with both the Luftwaffe supply and as a reserve style unit of osttruupen.
"Oh, but it is a crap weapon." Not if it where pointed at the lighter armor of the Allies.
"Oh, but the Pak 36 looks like nothing an M42." There are two posted pictures below. Which one is the PaK and which one is the M42?
Based on the wikia article of the Pak 36 there is a rocket like thing for perhaps for a veterancy ability?
However due to Brit commander design and modding tools limitations, the only way to implement such changes in a mod is to force the player to trigger those abilities the first time using the commander ability.
For mod-feedback purposes we could make those abilities unlock unit-specific abilities separately when triggered for the first time.
This is just me spit balling an idea. Would it not be possible to make the ability an "always on" (which it would not display) that adds a player upgrade which unlocks an alternate commander passive and the unit's ability.
I would not mind seeing an "elite" engineer call in such as scavenge. There was once a demolition sapper once idea'ed as well in which there is a special icon for them. There as also CoH1 Slit Trenches in the game files as well. Maybe a overpowered seeing the model is in the ground but prehaps it does not block vehicle movement because of it?
Hulldown could interesting. Whats worst than a bofors? A hull down Ostwind. Worst than that? A hull down Centaur. Perhaps also when in the hull down state a pintel mount (for the units that can) is added?