What about a cooldown reduction aura like the OKW Munitions Opel Blitz? Except without the cooldown/reload blobby buffs. Or perhaps a medic model in the squad that heals nearby squads out of combat? Soviet command squads usually included medics.
I'd also like to push for Forward Retreat Point, which is a less-niche ability than either commissar abilities right now, and is thematic in that the commissar prevents retreat past a certain point. Might need to be locked behind veterancy or tech, however.
I like the Commissar's combat utility in the sense that it's own firepower is more than enough, like a Penal Squad that doesn't require T1 and a nice Force Retreat ability. I wouldn't mind sacrificing that extra Guards model at vet 1 for an unarmed medic instead. I also would prefer FRP over Fight to the Death/Stand Your Ground. If we want to keep its close range firepower, we could give the Commissar a PPsH, as Soviet officers were often armed with SMGs. |
I'm perfectly aware of this. The mass shooting of retreating troops in the campaign was a definite no-no. In reality, Order 227 was aimed at officers rather than the officer's own men, and blocking detachments usually were just there for penal troops and acted more or less as forward retreat points.
I do think, however, that one or two men being shot to make an example for the whole squad isn't too far fetched, especially if it was early war. In any case, it's less far fetched than claiming "Not One Step Back" applied to the rifleman rather than the commanding officer. |
CP 2 Commissar Squad
Although this is a great addition the unit has some issues with the implementation. Having an passive aura could lead to number of issues with the Soviet tendency to horde but currently its a rather micro heavy unit having to switch between Commissar chose the unit you want and be ready to retreat since the affected unit will probably be focused fired upon if "Fight to the Death" is chosen or avoided and move away if "stand you ground" is chosen. The unit is simply not enough to "shell" the commander.
Suggestions:
Rename to "NKVD Commissar Squad"
Give a passive aura to the unit to be worth unit but not one that buff stats to avoid blobbing. Instead one that improves abilities already available to the units. For instance Conscripts could fire thei weapon during "ourah" or gain a accuracy bonus when stationary, Molotov AT grenades could get sorter time to use or more range, penal satchels could more range.
or
One could introduce these abilities to the units themselves but not be able to use them unless in the aura of Commissar.
This changes aim to make the Commissar a good addition to the army but reduce the need to blob since the cost on using them in blob would go up.
Another approach would be that officer came with no abilities but could be upgraded to either:
военком Commissar giving defensive abilities/bonuses
or
NKVD giving offensive abilities/bonuses
In my mod, I've given the Commissar squad a "Summary Execution" ability (think DoW2 commissar) which kills a model of a squad that is suppressed/pinned to break suppression and gain the oorah speed boost at the cost of making the squad easier to hit. Might be an interesting tool to promote flanking/repositioning behind better cover, and I think a lot less clunky than current implementation. |
Just tested out Festung Armor... you can't Hull Down 222s anymore??
What the hell is the point in it then?
I mean, I was able to tank a Penal satchel alongside other damage quite nicely while hulled down with a Panzer IV, but not being able to use a 3CP ability until medium tanks are out is absurd for a faction that STILL, to this day, doesn't have an actually armored armored car.
I don't know why Hulling Down 222s was removed, but that pretty much seals the deal for me never to use any commander with Hull Down...
You never could hull-down a 222 in the first place. There's no animation state for the 222 hull down in the game files (probably because armored cars don't have 'hulls'), and never have I even once seen a hull-down anything that wasn't a tracked medium or heavy vehicle, and I've played ever since vanilla.
Unfortunately, because CoH2 is more of a mobility focused game when it comes to armor, any attempt at buffing Hull Down wouldn't increase its viability unless it was buffed to ludicrously cheesy levels. |
Wait did the US actually send Britain 651,081 thompsons?
Yep! The weapon-of-choice for British Commandos was actually the Thompson, and it even appears on their insignia! The Sten was only standard issue towards the end of the war (which is when CoH2 takes place anyway), but given a choice, I bet that Commandos would still opt for the Tommy gun if available.
That being said, it would be cool to see a Tommy gun upgrade on Commandos! |
Also, a few thoughts about NKVD Rifle Disruption:
The hotkey for Scorched Earth is the same as the reinforce. I noticed this when I was trying to reinforce my engineers by mashing R as per usual and nothing happened.
The voiceline for Scorched Earth unlock currently uses "Combat engineers can now build tank traps," which is misleading. The voiceline for "Booby Trap Point" from Urban Defense will fit the ability much better.
The Commissar Squad uses conscript voices when under fire, suppressed, etc. Since the bodyguards are Guards, they should use Guards voices.
The Force Retreat ability shows Americans on the icon instead of Germans like the Fear Propaganda Barrage icon should have. |
Bundling M42 with stuff isn't going to make the M42 itself any better.
Give it an AoE (like a weaker T-70 gun) or a canister shot ability and the ability to retreat would be quite interesting.
Alternatively, keep the AT role and give it a de-track vehicle ability. |
You and the guy you've quoted probably are too young to remember, but that's how it was at the start and it was dreadful, IS-2 couldn't hit literally anything, but when it did once the planets aligned, it was a wipe.
You literally want to make is another KV-2, because KV-2 is at the moment exactly what you're asking for.
So before you go wild, play with KV-2 and think again if you want IS-2 to be that shitty too.
I remember the old IS-2. I've played ever since vanilla. However, the mod team has been moving toward consistent damage rather than wipes. What I would suggest is a slower RoF, current damage, but more reliable, less-wipey AoE, like a less-potent Brummbar. This would mean less scatter, less near AoE, and more mid/far AoE.
Good point about the KV-2. I forgot about that. The difference is that KV-2 does not have the penetration to reliably damage Panthers and Tigers, or the armor to hold its own.
In light of the KV-2, such a rework could be fairly conservative. If the KV-2 simply got the 20% received damage buff and was moved to a lower CP, KV-2 might be usable. The KV-2 should ultimately be a doctrinal, turreted Brummbar, and should be priced and timed accordingly. Right now, the 14CP and the astronomical cost is ridiculously high. |
Honestly, I think only the IS-2 needs tweaking. Give the IS-2 a RoF nerf, a AoE buff, and a aimed HE shell as a vet 1 ability and I'll be more or less happy.
#makeIS2greatagain |
A fun idea, but that doesn't do anything to give them a role or reason to be built (though I guess being cool is a pretty big reason...). Also, I said it in a previous post, but they already get first aid kits on vet 1 just like nearly every other ostheer unit.
Well, the medkit I was thinking was more along the lines of Volks self-heal out of combat. The Vet 1 ability could be something more unique, like smoke grenades or something. That would make them more utility-oriented. Demos, smoke, self-heal, stealth, and versatile upgrades on a ninja infantry unit sounds pretty good to me. The only thing is DP-28 won't offer as much raw DPS as an LMG42, and 2x PPsH is more situational than 4x StG.
Perhaps the DP/PPsH upgrades could offer some abilities as well, such as button vehicle/tactical assault (and free up tactical assault with something else utility-wise). That way, the lower DPS weapons/more situational weapons can for a short amount of time be just as useful in direct engagements. |