General Information
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
As you all may know, there are a lot of bad and usable doctrines. This mod intends to balance and make more viable doctrines. If you all have any opinions please post in the comment section below. Additionally, I am making some early game balance changes to help minimized initial power differential
All
-All infiltration units has a 10 until spawn time and drops a yellowish flare at the start.
-All infiltration unit's grenades now start on cooldown.
This will help reduce the squad wipe nature of these squads and allow additional counter-play.
-Starting fuel is now 0
-All AT snares range is now 10 from 15~18
Due to the over preforming nature of this abilities in when fighting initial and early vehicles. There range is reduced allow more reasonable play and maneuvering.
Soviets
-Starting manpower increased from 390 to 430 to meet other factions initial resources.
-Both T1 and T2 cost now 200 manpower and 20 fuel
This will help depley the slightly over performing penals in order to match their timing and effectiveness.
-Molotovs and AT grenades are now bundled together which also includes access to the Engineer's Flamethrower
In order to make doctrines with out elite infantry, a T0 Non Doctrinal Commissar has been added. High Commissar
-5 Man squad
-Has Ostheer's Officer munitions for inspire aura
-Vet 1: OKW's Sturm Officer force retreat.
-Initial Commissar has a long deploy time
KV-1
-Now non doctrinal T4
-Health increased from 800 to 1200. (maybe too much)
-MGs now equal to the T34's
The KV-1 will enable a damage sponge for AT guns and Tank Destroyers
This does not overlap with the t34\76 since of the price difference, and the 85 has a much better gun.
The KV-1 call in is replaced with Red Banner T34/85s
Red Banner T34/85s
-One time call in like the Tiger Ace
-2 are called in at a time
-700 manpower, 260 fuel (not sure this is right, might be too low)
-in comparison to the standard T34/85
Target size is 20 vs 22
Health is 900 vs 800
180 Armor vs 160
Force to only use the Red Banner Skin
KV-8
Now makes available a flame upgrade to the KV-1
costs 100 munition
Ml-20 Howitzer
Now costs 400 Manpower and 60 fuel from 600 manpower
Partisan Tank Hunter
-Now Partisan Fighters
-4 man squad
-240 Manpower
-.91 Target Size
-Equiped with Mosin Nagants equal to guards
-Can be upgraded with Ppsh's with access to a Smoke Grenade
-Can be upgraded with a Panzershreck with access to a AT grenade (if researched at HQ)
These Newer Partisans can be upgraded to either former partisans. This will help prevent the cheese squad wipe nature. The intial partisans are akin to grenadiers, weak but have camo.
Partisan Smg
now the Booby Trap ability
Shocks
-cost now 360 from 390
-Reinforcement cost is now 30 from 32.5
Salvage kits
-now cost 50 mun from 100 mun
(like you can make a profit for that cost)
M42 Light AT Gun
-the main gun is adjusted so it fight infantry.
Soviet Shock Army Redone
Before
There were just too many overlapping abilities in this doctrine so I took the opportunity to create my own doctrine as a place holder.
"Sabotage Tactics"
Red Banner T34/85s
Combat engineer Salvage kits
PMD-6 Anti infantry mines
PMD-6M Light At Mines
Partisan Saboteurs
-4 man squad
-Armed with Revolvers with a max range of 25
-cost 240 manpower
-Target size .91
-Can be upgrade to STG 44s
-Can be upgrade to Salvage kits.
-can lay, both PMD - 6 mines and TM 35 mines
B4
Soviets have trouble with heavily armored opponents, additionally the B4 is an RNG Machine which tends roll bad and inconsistent. The B4 also has a potentially over powered direct fire mode. I have reworked it so now it provide the heavy at role and be reliable.
-costs 500 manpower and 100 fuel
-16 population
-can no longer decrewed
-Now has a auto attack to be very effective vs vehicles.
-Auto attacks are useful vs infantry but has a generally high scatter
-range 100
-Max models is set to 3. (no full health squad wipes)
-Aoe radius is 6
-Lethal radius range is around 2
-has a prioritized vehicle fire.
Vet:1
-100 munitions
-arty barrage: 3 shots
-range 200
-Max models is set to 3. (no full health squad wipes)
-Aoe radius is 8
-Lethal radius range is around 5
Soviet defense tactics
-Tank traps are now non-doctrinal
-Tank traps doctrinal ability replaced with B4
Munitions to Fuel Airdrop changed
Affects Soviet industry and
-Now a Zis 6 (US6) Supply truck
-200 manpower
-Has the same abilities as the Ostheer's Opel Blitz.
-Able to be upgrade to a Katyusha for 200 manpower 50 fuel, but requires t4 to be built
Assault Guards
-4, PPshs removed
-Able to upgrade to 4 Thompsons
-or able to upgrade to two bazookas
Guards
-Guards no longer come with PTRS upgrade
-Guards can either upgrade to PTRS or DP 28s, not both
-Guards PTRS upgrade now adds 3 PTRS instead of 2
This will allow Guards to either specialized into anti infantry or anti tank and not be a mix of both.
M4C Shermans
-Like T34/85s now they must be built in T4
Ostheer/Wehrmacht
-Swapped positions with the MG 42 and Grenadier. Faust still require T1
-T1 now costs 200, 20
-Pioneers Flamethrower now locked behind battle phase one.
Due to the major cost in teching and the concept of this faction is suppose to be more of the early war, big changes were made.
T4 is no longer available and units are divided up.
Battlephase 3 now costs 200 manpower, 60 fuel
Pak 40
- now in T1
T2
In the live version, it sits in a weird spot it comes out either to late for some vehicles and still is technically required to build
-no longer requires battle 1
-cost increased to 40 fuel from 20
222
In live game, it usually spells instant death to earlier vehicles will tend to still be too inferior to the next level of vehicles.
-222 2cm cannon upgrade reverted and now requires Battlephase one in order to upgrade.
-Fuel cost decrease from 30 to 10
-New 223 radio equipment upgrade. This reveals nearby units on the mini map without line of sight. Additionally it plays messages without audio of what your opponent has built.
-upgrades are exclusive.
Puma now requires Battlephase one in order to meet timings of other light vehicles.
Panzerwerfer is now available in T2 with Battle Phase 3
T3
-cost is now 200 and 60 fuel
-with small some changes Ostheer can now field thier tanks a little bit earlier than other factions, but they have been changed a bit
StuG and Panzer 4
-now both start out as the short barrel version
-StuG now cost 280 manpower, 65 fuel
-Panzer 4 now cost 300 manpower, 80 fuel
-Both can be upgraded to the long barrel version for 100 manpower 50 fuel.
Panther is now available in t3, just requires Battle phase 3
Puma (Captured t34/76) and Stug E call in now replaced with build-able Brummbär in T3
105 Howitzers
Now costs 400 Manpower and 60 fuel from 600 manpower
Stuka Dive Bomb
Replaced with Supply Break
Now costs 50 Munitions
Instead of being a squad wiper now it can attack your opponents economy by breaking supply
Artillery Officer
-Renamed to Field Officer
-Now has 4 bodyguards instead of 3
-costs 270 from 240
This makes the Officer more of an asset that just another squad.
All Mortar Half-tracks and 250 combat groups
-Now are alone 250 call in at 0 CP
-costs 150 manpower 10 fuel
-starts on a 60 second cool down
-can garrison mortars excluding the Lieg and 120mm mortar
This will allow more aggressive openers for Ostheer seeing they are usually on the back foot the entire game.
Storm Doctrine's Tactical Movement is now a Stormtrooper call in.
Blitzkrieg Doctrine's Recon Flight is now a Tiger tank
Tiger Ace
-No longer drains resources
-now costs 700 man, 260 fuel from 800 man
-5 levels of veterancy
Before the Tiger ace was a either I win or try to comeback button. Now it is like all other tanks.
Railway Arty
-Fires one shot
-15 secondish delay
-increased damage vs buildings to help destroy the emplacements
This is akin to the old Stuka dive bomb but only locked in 2 doctrines
Ju-87 Loiter is now the strafe variant
Stormtroopers
-now cost 300 from 340
-no longer can upgrade to a panzerscheck
-gained a timed demo charge to destroy cashes
Pak 43 88mm
No longer can be decrewed
Now cost 400 manpower, 100 fuel
Munition/Fuel drop -Now an Opel blitz call in.
This will make the ability more reliable and less map dependent.
Osttruppen Reserves
-both will always come out with an LMG 42
Community Defensive Doctrine
-Trenches now Osttruppen Reserves (Affects Osttruppen Doctrine)
-Tank Traps are now available non-doctrinal
-Tank Traps slot is now a Repair Bay that repairs nearby buildings and vehicles.
-Pak 43 in Community Defensive Doctrine only now replaced with a buildable Panthertrum
Panthertrum
-300 manpower, 75 fuel
-8 CP
-Main gun equals to the Panther but with a reasonable AOE radius.
-Able to be garrisoned with one squad, Infantry, Sniper, or MG42.
Mobile Defense Doctrine
-Puma is now a non-doctrinal T2 vehicle that requires Battle-phase 2
This will enable a more preferably light vehicle counter to Ostheer.
-Counter attack is now Hull Down
-Puma and Stug E call in now replaced with build-able Brummbär in T3
USF
-Riflemen Target Size is 1 from .97 but regain this at vet 1.
-Move the Mortar to T1
-range increased to 80, auto attack rate of fire reduced
-Change the cost of T1 from 50 fuel, to 30 fuel, and reduce the research time
-Researching T1 grants access to Flamethrowers
M1 AT gun
-moved to initial upgrade in t1 to match other timing of AT guns
M20 Utility Car
-crew's bazooka removed
-crew can now craft all engineer items
-A second level of research is now available to T1 for 200, 30
Grants access to a Free Lieutenant, Pack Howie and M15
-Lieutenant's and Captain's body guards are now rangers
Lieutenant's and Captain's stats now match the rangers but no longer comes with a free bar. This will enable the Lieutenant and Captain to be a non doctrine elite infantry.
Captain Tech M8 Scott
-moved to Captain from Major
M10 Wolverine
-moved to Captain
-Doctrinal dispatch is replaced with the M5
-can no longer crush infantry
Major Tech
-Added a M3A4(76) has increased armor pen to a regular Sherman but with less AOE
-E8 Cost increased to 420 manpower 155 fuel from 380 manpower, 140 fuel.
Penetration increased from 155/165/200 to 175/190/240
-The Doctrinal flamethrower ability is now a M3 with Cavalierly Riflemen.
6 man riflemen squad with carbines and can upgrade to three Thompsons.
They are able to use abilities while garrison in the half-track
600 manpower and 40 fuel
Assault Engineers
-target size is now .91 from 1
-can be upgraded to Thompson SMGs
Elite Vehicle Crew is now with draw and refit
Bulldozer upgrade now available to Shermans
-gains Bulldozer abilities and 20% health and armor
-100 manpower, 40 fuel
This will allow the Sherman to become a damage soak for the Jacksons
105 mm upgrades now available to Shermans
-for increase damage vs infantry but can no longer switch rounds
-70 Mun
Bulldozer Shermans Call in are now Easy E8 Buildables
Pathfinders
-Reinforcement cost is now 30 from 37
MG paradrop now costs 75 Mun from 270 Manpower AT gun paradrop now costs 100 mun from 270 Manpower
P47 Rocket Loiter is now a Strafe for 125 Munitions
Riflemen Flares and Forward Observers are now combined
Fire it up no longer effect retreating squads
WC51
-Starts on cool down of 60 seconds
-now Costs 200 man, 10 fuel from 240 man, 20 fuel
-Increased Acceleration, and decrease turn radius
-no longer has the MG
-75 munitions to add the MG, more powerful variant
-Munitions Upgrade can be with draw and refit refund
-upon death, drops a M2B HMG if upgraded. Becareful with it
M3 Assault group is now a Greyhound
Greyhound starts with its Armored skirts
Greyhound no longer has the canister shot
Greyhounds vet one is now the Valentine's Observation mode
Mechanized Recon Sweep is now Combined Arms
IR Pathfinders and now IR Marksmen
-2 Man sniper unit
-Can still call in Arty
-now 400 manpower from 210
-target size is 1.15
Combat group Paradrop is now a regular paradrop
Recon Support's Recon Sweep is now a Pack Howie Paradrop for 125 munition
OWK
To slow down the teching of OKW a initial research is required for 200 manpower and 30 fuel
This initial teching grants access to panzerfausts, Mg 34, Rakenwerfer, and SWS Half-tracks
-Starting unit is now a Volks squad
-Volks now cost 260 from 250
-Medics upgrade are now available at T0 for 250 manpower
-Obersoldaten are now in T1, and now gain access to a PzB AT rifle upgrade
-Incendiary grenades, Volks STG 44s, and Sturmpioneers Panzerscheck and flamer now locked behind a T0 upgrade
Kubel
Due to its overperforming for its cost, some slight add adjustments were made.
-MG removed
-MG upgrade added
-Recon upgrade added, increases vision range and enable it's usual vet 1 maphack ability.
-population is now 3 from 4
-cost is now 150 from 210
Fallschirmjagers
-now a 5 man squad that is dropped in
-equipped with MP 40s
-can be upgraded with 2 FG 42s
-now cost 330 manpower from 440
This will enable the squad to be more of a bruiser instead of a glass cannon.
Flak emplacements can no longer be decrewed
Vehicle crew repairs are now Panzerfusiliers
The Panzer Commander upgrade now also gives +20% accuracy
-cost increased from 25 to 50
Sturmtiger
-Now fires Grenades along with it's MG
-Reloading the main gun now costs 100 munition
-Veterancy now reduces the cost of reloading the Rocket
-Reloading the Rocket is now 30 seconds from 50
-Veterancy requirements greatly reduced
This changes the Sturmtiger from a cheesy wiping machine to a cost a reward system.
Flame Hetzer damage over time now equals the KV 8
Sturmpioneer's Flamethrower
-now non-doctrinal
-Doctrinal ability replaced withe GrW Mortar call in.
-The mortar is able to use incendiary barrages.
-One CP
Overwatch's doctrines Forward Receivers and Early Warning are now combined Overwatch can now call in Jaeger Light Infantry
Pak 43 88mm
No longer can be decrewed
Now cost 400 manpower, 100 fuel
UKF
-Infantry Sections
RA is now .9 from .8
Cost is now 260 from 280
-Royal Engineers
RA is now .9 from .8
Now the starting unit from Infantry Sections
-Vickers HMG moved to T1
-Mobile Mortar added equal to the Ostheer mortar
-Mortar pits are now empty
Cost 100
Able to garrison infantry and mortars for a slight range bonus
Mortars gain a large barrage range
17 lbs population from 20 to 16
Commando Glider is now cost 400 from 500 and cp is now 3 from 4
Valentine is now 5 cp from 6
Sextons CP is now 8 from 9
HQ glider is now costs 450 from 550
Recovery Operations is now 2 cp
-costs 350 manpower from 450
-only spawns one sapper team
-Recovery Engineers Reworked
-5 man squad (still benefit from bolster)
-Received accuracy is .8
-equipped with lee enfields
-lee enfields are equal to tommies but damage is 10 from 16
-still retain all recovery engineer abilities
-unable to pick up slot upgrades but are able to pick from 3 upgrades
-minesweeper, able to be put away like Sturmpioneers
-Heavy Engineers. Gain two Vickers k's for 120 munitions. Does not require Anvil.
-Demolition upgrade. Gain three piats, and access to heavy gammon bombs. 120 munitions
Infiltration commandos
-now cost 340 manpower from 440
-equipped with Lee Enfields
Mortar Cover and Flame Mortar
-now a time ability that changes the barrages of the mortar
-He barrage turns into a incendiary barrage
-Smoke barrage turns into a White phosphorous barrage.
-100 munition, 120 seconds
With the extremely early access to the AEC in comparison to other faction's light vehicles and bofors potential timing some adjustments are made.
Anvil and Hammer are now in T1
Anvil now grants access to Bofors
Hammer now grants access to the AEC.
I can see what you are saying. One could also argue that Soviet Weapon Teams are an exception to the rule involving invisible Heavy Weapons since there are four slots on a Halftrack's Firing Points but the same can't be said if the squad isn't fully manned.
I don't suppose Relic has any unused models of M3 and M5 Halftracks that have the canopy still on them? If so, it could be an upgrade to "enhance" it's transportation capabilities?
Though having a Sniper be able to get in would be nice. Stealth can only let you maneuver so far so having some armour plating for protection when moving would be welcome.
The M3, M5, and the M21 are roughly the same model. The M21 Mortar half track uses a mortar visibility model so this can be removed and the same goes for the M3 and M5 Mg. You may be able to mount a weapon based on garrison. I have not tried this before however.
The WC51 has a canopy animator, so it is possible to link this with an upgrade.
In Comparison to Dawn of War 2. Ork players love to transport da boyz across the field with their trukks. This could be similarly done with Assault Grenadiers. As mention above the load and unload times are greatly slower however.
I was curiosity what the t34/85 banner skin looks like. I do not see any pictures of it, however in the assets there are skins available. Is there any way to make this skin a override like the command tanks?
Additionally, I remember seeing a T34 with additional items on the side, I do not remember where. What is need to see this in game?
The base pen, is much higher in comparison to Shermans but still less than Jacksons. However E8 are durable enough to fight at close range with their 200 armor pen, while Jacksons' long range armor pen is 220. Jackson's are better at range but they can not fight infantry and sometimes can not maintain their range vs panthers. The health and armor is higher and less scatter vs infantry. HE rounds are still better seeing they have larger AOE. E8s do have a role in the game. I would say build them against Panthers, Panzer 4s, and flank assault guns but use Jacksons and Pershings against heavies.
Also, you may want to build an additional Rear Echelon at the beginning for additional flamer and resource acquisition through capping points. Having duel Echelon is my preferred opener for they can provide effective at by bazookas or in this case, a flamethower.
Gameplay implications aside, the defensive smoke grenade on the Sturmtiger is launched from the the Nahverteidigungswaffe. This thing had to be manually reloaded by a rather slow process for each grenade fired. I am not a stickler for realism, and Relic has some dubious representations of ww2 in CoH2, but at least all their weapons and units have basis in reality. The rapid grenade launcher as seen in your video simply did not exist on the Sturmtiger.
True but I can be adjusted so instead of firing in bursts it can be fired one at a time with a rapid reload rate.
I was thinking of a way the Sturmtiger could be different. First all who here remembers the Sturmtiger's Vet 1 abillity. Answer:
I was thinking how could the Sturmtiger could be changed and this is my answer.
Making a rapid fire grenade launcher as a Primary and make the reload action a munition sink. Make all the reload inveterancy and vet 1 reduce the cost of the reload. I am currently making a mod for adjusting all the commanders to make more viable. I just want to know what do you all think of this. This will transform the Sturmtiger from a one shot wonder to more of a sustain type unit.