I agree with all of the changes except moving them to the HQ. I think they should stay in the German T2 building, especially in light of the build time reduction and smoothed out vet. |
Tommies have weapon cooldown reduction while Osttruppen get bonus accuracy. And an offensive buff for their Mosins would still be much more effective than, I dunno, not having one?
Even if that still doesn't "work" as well as cover bonuses for LMG squads, what about adding in extra defensive options, like further received accuracy reduction? Healing in cover? |
Since we're back on Conscripts, I'll just repost this:
I think the Conscript rework, while interesting, is a bit too clunky.
My proposal for Conscript changes:
To make the conscripts more combat effective, and to compensate for their single weapon slot, a single "squad leader" SVT may be added as a starting slot weapon. This makes conscripts ever so slightly better at min 0, but not in a way that they would ever compete with Penals. At vet 3, conscripts gain a stat bonus when in cover, similar to Tommies and Osttruppen.
The new, revised, Mobilized Reserves upgrade to complement the above changes should do the following:
+ Reduce reinforce cost (as-is) and perhaps reinforce time
+ Improve veterancy gain (as-is)
+ Does not add another man
+ Does not utilize a weapon slot
+ Any fuel/manpower reductions to Conscript grenades should be reassigned here
This would accomplish the following:
+ Better min 0 performance, slightly more competitive choice
+ Better late-game scaling that offers something other Soviet units don't have
+ Faster scaling to the new Vet bonuses
+ Global upgrade that is straightforward
+ Still bleeds less
+ Still can loot weapons
+ SVT40s for Conscripts that don't overlap with Penals for I M M E R S I O N |
I think the Conscript rework, while interesting, is a bit too clunky.
My proposal for Conscript changes:
To make the conscripts more combat effective, and to compensate for their single weapon slot, a single "squad leader" SVT may be added as a starting slot weapon. This makes conscripts ever so slightly better at min 0, but not in a way that they would ever compete with Penals. At vet 3, conscripts gain a stat bonus when in cover, similar to Tommies and Osttruppen.
The new, revised, Mobilized Reserves upgrade to complement the above changes should do the following:
+ Reduce reinforce cost (as-is) and perhaps reinforce time
+ Improve veterancy gain (as-is)
+ Does not add another man
+ Does not utilize a weapon slot
+ Any fuel/manpower reductions to Conscript grenades should be reassigned here
This would accomplish the following:
+ Better min 0 performance, slightly more competitive choice
+ Better late-game scaling that offers something other Soviet units don't have
+ Faster scaling to the new Vet bonuses
+ Global upgrade that is straightforward
+ Still bleeds less
+ Still can loot weapons
+ SVT40s for Conscripts that don't overlap with Penals for I M M E R S I O N |
And this is an absolutely stupid and senseless move. CoH1 still alive because it has a huge number of mods, with new factions and expanding opportunities. If CoH2 had the same modding possibilities, over the five years of the game’s existence, a huge amount of content would be created. Which could be taken with the permission of modders for New Commanders or created as needed.
I don't agree with this approach either, but it is what it is.
On the bright side though, the guys at Relic have allowed us community modders to add in UI assets like icons, portraits, and symbols, which is a definite improvement in acceptance compared to what we've had from Relic pre-Andy. So maybe there's still hope for the future of CoH2 modding, just don't hold your breath. |
The issue isn't that it's impossible for Relic/SEGA to add models. It's that Relic/SEGA doesn't allow us adding models. They took out that functionality from the mod tools years ago, so it's no longer possible for us, the community modders, to add models. And since the work for these patches are handled by the community, community modders have to work within these constraints. |
I am all in for the inclusion of Soviet Assault Engineers:
4-man squad, 320 manpower, locked behind CP 1.
Each model costs 27 to reinforce (same as Guards), and has combat performance slightly less than Shock Troop model (same armor, easier to hit, armed with less accurate PPsH). Cannot construct defenses (wire/mines) or tech buildings or caches.
Abilities:
Rudamentary Repair (slower than normal engie, same as P.Gren repair)
Satchel Charge (non-homing)
Cut Wire (no prerequisite upgrades)
Smoke Grenade (vet 1)
Upgrades:
Flamethrower as usual. No minesweeper upgrade. |
Thread: OKW 22116 Dec 2018, 01:03 AM
Haven't tested it but the SdKfz 221 feels very comparable to USF WC51 Jeep, though I think it does have (slightly) more armour. I think the tech requirements for the 221 should be identical to the WC51, especially considering that the main attraction of Elite Armour has been nerfed beyond uselessness (Sturmtiger).
Sturmtiger "nerfed beyond uselessness" just shows that you're using it wrong.
I had a 5* Sturmtiger yesterday with 57 kills in automatch the other day. It can reload on the move and self-repair with the additional bonus of just being a deterrent for blobs even without firing. The rocket doesn't have nearly as many issues with object collision like everyone says it does.
On topic: 223 feels fine for cost. If the total cost was lowered any more, it would be too cheap for a combat-capable cache with FoW sight. At most, I'd probably just give it an additional point of armor. I agree 221 is fairly weak durability-wise, but it's not supposed to be a shock unit. It's a support unit that's more forgiving than the kubelwagen, pretty good for double sturms opening in 2v2's and up. |
I've made this pitch in a previous post, but I'll post a revised version here.
Make Pyro flare's barrage ability free, and put it behind a player-wide cooldown to prevent spammed usage by multiple squads. Give the upgraded squad some sort of camouflage ability (I've since found out toggle-able crawling is buggy with garrison/transport mechanics) so as they don't get pinned by unscreened MGs before throwing the flare. The beauty of it is that there are already in-game assets for such an implementation because of the cut Recon Infantry Sections had the crawl ability (There might also be unused voicelines for the sneaky beaky, but I'm not sure).
The current scrapped recon tactics ability disables Tommy weapons, gives it a sight range boost, and enables camouflage across even open cover. (It should be noted that if such a change were to be implemented, the innate sight boost from Pyro flares would have to go). The camo ability can be balanced accordingly if the current scrapped ability doesn't fit.
Sniper's arty flare can still cost muni since it doesn't require an upgrade, but a cost reduction would also be welcome.
...
I think this is the most elegant way to tackle Brit indirect fire without adding any new units. It also helps solve Brit muni starvation. By making Pyro flares both easier to throw and free of per-use cost, the flares function much closer to proper mobile indirect fire (which is all free per-use) rather than the glorified range-limited off-map that it currently is. |
I think removing Pack Howi auto attack to improve the number of shells in the barrage to 6 (with a slight cost decrease) would be an interesting change. It would basically be like a mini LeFH/ML-20 but mobile, or an infantry version of the Priest. This would be both unique and it would decrease overlap between mortar, howi, and scott. |