General Information
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
I favor AELegion's mod suggestion, but also think that Planet Smasher's solution to the problem is better because of 2 things on top of what Legion suggests, and those are that the British will be more mobile without having to rely on static in-direct fire positions thus crumbling Sim-City's support, effectively killing it and that it's still preserving the British uniqueness.
Using the USF Fighting Position as a static emplacement is only unique 50% of the time due to the USF using it as an MG emplacement already, while the British mortar emplacement model will go to waste then.
The reason why I chose the fighting position model, was because it was nice and small. I did look around for the CoH1 mortar emplacement model but it is not in the game while the 25 pounder pit is in the game.
Interesting. I could definitely see that working a lot better.
So do you still keep brace? I personally feel that balance can't be properly addressed until brace either works as a gameplay element or is removed (hence my post).
Maybe a weaker version, but I am not sure. For my mod, I was more focused on the offense and coverage to think how precisely to adjust brace or what would be a good balance for it. It is hard to balance some things when no one gives feed back. But with DBP, I am not really concern with it at the moment. Once or if the DBP is live, I am probably going to re-due my mod or incorporate all the changes in which there is a lot of bug fixes for it.
With the DBP been announced I decided to finish up touches on my mod. I am not going to be working on my mod for now until the DBP is done or off alternative changes and present them in my mod.
Soviet Industry
Vehicle Crew Repair replaced with soviet war machine
Soviet War Machine
-Up to three lost tanks and Assault guns will be replaced with Green T34
-200 munition
-90 second duration
Green T34
400 Health T34
Unable to Vet
Anti-Infantry Tactics
Since this doctrine has too many overlapping abilities with other doctrines, I replaced it.
-1 CP: Machine Gun Nests
100 munitions
equal to base MGs
-2 CP: Dskh
-4 CP: Recon Overflight
-7 CP: Incendiary Artillery Barrage
-8 CP: KV-1
Luftwaffe Supply and Close Air Support Doctrine
Recon Abilities replaced with Luftwaffe Officer
The Luftwaffe Officer abilities change based on which doctrine you have equipped. The abilities share cooldown with the commander counter part ability abilities. His abilities are stronger than the commander abilities however they of course have are tailored to him and have reduced range. His abilities gains a second Aircraft at veterancy 3 as well.
Recon
-Vet 0: Single Sweep
30 munitions
-Vet 1: Single Loiter
50 munitions
-Vet 3: Two Aircraft Loiter
50 Munitions
Luftwaffe Supply Officer
Air Medical
-Officer drops in one medical pack and one MG 34
-60 Munitions
Vet 3: cost 100 munition
Incendiary Loiter
-drops 2 incendiary bombs per pass.
-150 munitions
Strategic Bombing
-one loitering bomber equal to the OKW sector Assault Bomber
-200 munitions
Close Air Support Officer
Anti Infantry Loiter
equal to the Assault Support's Strafing Run
Anti Tank Loiter
Sends one JU-87 with 37 mm cannons to hit armor
Deflection Crits removed
Strategic Bombing
-one loitering bomber equal to the OKW sector Assault Bomber
-200 munitions
Remember that the mortar pit is really the only non doctrinal garrison clearing tool that UKF has. The WASP can not preform well when there is items such as vet 0 cloaked Raketenwerfer and how far fausts and even all snares reach. In the live game, not killing or not able to kill the mortar pit could be game ending while losing the mortar pit could be game ending as well.
This is why I am in favor of a weaker, cheaper emplacements. In the mod I made, this what the mortar pit is replaced with.
Mortar Position
Stats:
This makes feel like a bunker/fighting position (it really is). Losing it is like oh well, while not losing much impact. Additionally, since it is much cheaper, it can become a better garrison clearing tool since it could be built everywhere.
Oh Relic!!!! 99% of the patch balance notes are not needed, or at least are not urgent. Why wasting that energy and effort doing that? Please Relic listen the damn community.
Priorities are:
- Increase OST Panther DPS or ROF (or reduce price). Not nerfing it. Read well please Relic.
- Reduce in some way the cancer pits of the Brits.
- Reduce Penals effectiveness.
- Increase Conscripts effectiveness.
- Remove double Brens, doublé 1919s and double BARs.
- Reduce Dhsks effectiveness.
That´s it. Doing this, you balance at least 80% of the issues.
???
-Panther: Problem is teching. It can be BS against to fight with Jacksons since of their lower pen Rate.
-Mortar Pits: More Doctrines that can handle them.
-Penals: Penals are weaker vs light vehicles
-Conscripts: they are being buffed
-Double 1919s are removed along time ago and double Brens are not the problem, 5 man squad is. Double bar are weaker than Pgrens.
-Dhsk: getting nerfed
2. I want recoup loses, just more useful ability, try changing timer to 60 seconds, it will does wonders believe me.
Maybe instead of recoup losses, have it replace the Sturmpio flamethrower?
Sturmpios with three upgrades can be very taxing on the unit especially when demo charges are in play. A Mortar Team would provide better garrison clearing (and a much desired unit). I would put it at 1 CP and maybe put the incendiary barrage at least 2 or 3 cp?
For Soviets, maybe Shock Motor Heavy Tactics and Industry. First design of KV-2 doctrine wasn't that bad. Maybe if they change passive immediately tank building on somehow ability that have a cool down or something different like that cool stuff from campaign where we got free T-34 for every medium vehicle lost.
For the T-34, I was about to implement something for that for my mod, but a weaker variant. You can probably see the problems if it were to be too strong.
Edit: I was not sure what should be a good doctrine to adjust for Ostheer but here is what I think
German Mechanized
1. The 250 Grenadier Halftrack (perhaps the panzergrenadier as well)
It can be quite potent but in the current state is expensive.
-Change it to a lone 250 Halftrack call in.
-Cost 150 manpowerish and 10 fuel
-CP to 0-1
-armor should be brought down to M3/WC 51 levels
-able to garrison mortars?
2. Lefh 18
I notice the manpower and fuel adjustment was not brought back from the FBP
This way the Lefh 18 can be adjusted for all doctrines.
3. Command Panzer 4
Let me throw this idea out. Why not make it into a OKW variant instead of a short barreled variant?
Encirclement
I have ideas and implemented in my mod but primary I would say the Stormtroopers need some price adjustments.
Additionally, perhaps removing the light mortar barrages to frontline sectors in Close the Pocket to prevent players on wasting their munitions when nothing is cut off.
OKW
A lot of these doctrine needs one or two abilities changed.
Special Operations
1. Radio Silent
-Renamed to Silent Operations
-30 second duration
-Minimap Icons Removed
-Infantry Units will move at an increased pace and will be clocked for the duration.
2. Infiltration grenades price increased to 30
Firestorm Doctrine
1. Replace the Thorough Salvage with an Opel Blitz Call in
-Thorough Salvage is a double edge sword ability because it takes longer, and with the lack of cashes, an opel blitz call in could be good alternative.
2. Replace the Recoup Losses with a GrW 34 call in with access to incendiary barrages
3. Hetzer needs a damage buff to equal the KV-8
4. Change the Rocket Barrage to a JU Incendiary Bombing
BURN BURN BURN
USF:
Recon Support
1. Forward Observers and Riflemen Flares should be merged
2. IR Pathfinders
-2 man sniper equal to the Soviets Scout Sniper
-Calls in Major Arty
-Major Arty has a Global Cooldown
-400 Manpower
3. Greyhound
-Damage increased from 60 to 80
-Comes upgraded with armored skirts
-Vet one ability replaced with a scan Observation mode
4. Recon Strafe, becomes a Loiter Variant
5. Paradrop Air Combat Group to regular paratroopers
Mechanized
1. WC 51
-reduce the fuel cost from 20 to 10
-make it start on cooldown
-60 to 90 second cooldown
2. Change the M3 Halftrack to a Greyhound Call in
3. Change the Recon sweep to Combine Arms
(with the half-track being changed to Greyhound it could be renamed to Motorized Company)
UKF
Advance Emplacement
1. Repair Engineers can no longer repair in combat
2. Replace the Precision Barrage with a 25 pounder artillery pit. If they are going to have an artillery ability to counter the counter might as well let them play the same game as everyone
Tactical Support Regiment
1. Command Vehicle is right now a gimmicky ability. Minimized its affects but do not gimp the vehicle itself.
2. Salvage Engineers
-One engineer call in
-250ish manpower
-does not automatically come with minesweeper so people can choose it they want it for combat or make in unique and able to put the sweeper away like the OKW Sturmpio.
-2 cp
3. Air Resupply
-change from a sector target ability to a free target ability
-no longer must target the front line sector.
4. Forward Observation post
Needs changed or reworked it is expensive and has a lack of targets. By the time someone uses this ability, the field already has garrisons destroyed, garrison destroying units and want to use the fuel to field tanks.