I think the Riegelmine could be seen more often if not only the 251 could plant them
This
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Thread: Showerthoughts on the Riegel mine26 Jan 2019, 20:01 PM
I think the Riegelmine could be seen more often if not only the 251 could plant them This In: COH2 Balance |
Thread: Are Thompson Paratroopers worth using?23 Jan 2019, 07:19 AM
LMG Paratroopers are more "a" move unit best fighting in max range. You don't even need cover becouse there isn't really powerfull infantry counterpart (expect obers maybe). Easy to use SMG Paratroopers on the other hand they are more mid-close range squad. They require creative way of using them but they are one of the best units in wiping retreating squads. It's all depends on a map and a player, if he has an idea how to use them or not. Never the less I would never said they aren;t worth their cost or they aren;t effecive unit. In: COH2 Balance |
Thread: New Commander Submission - Discuss21 Jan 2019, 15:23 PM
I really want to add panzerfuzzliers (to revamp them), pak40 and Tiger. I guess stuka zu fuzz barrage makes it too good mix able to counter almost every kind of strategy. I will think about it. Thanks for feedback What do you think about Hull Down? That would allow to revamp it as well and make it more usefull In: Lobby |
Thread: New Commander Submission - OKW21 Jan 2019, 10:37 AM
OKW – Eastern Reserve doctrineTheme: OKW commander base on unused ostheer units and abilities in order to fill the main gaps in OKW design and revamp the already available units in other commanders. Unit and Ability Roster: SLOT 1 – Panzerfuzziliers the units comes really late, therefore it less relevant replacement for volks squad. Unit could be revamped in this way: • 0 CPs • Unit starts with cooldown so player won’t be able to spam them right away from the start. • G43 upgrade • AT package available – unit can be upgraded with 2x panzerbushe AT rifle to better fight tanks (the performance similar to AT PTRS for penals). It also gives Tank detection and “Hit the dirt option” (similar to guard squad ability) SLOT 2– Pak40 Idea is to give OKW replacement for inefficient rakketenwerfer. Allow OKW to have mainline AT weapon that can fight tanks at 60 range. • 2CPs (or available at HQ after any truck is setup) • cost: 320 MP • Ostheer vet system spread around OKW 5 vet measure. Same vet requirement • Vet4 ability – camouflage – unit is hidden in cammo, cannot move but first shot gets accuracy and penetration bonus. SLOT 3 – Opel blitz – support truck Main idea is to increase its utility compare to current version. In order to balance Opel blitz available in Assault Support (ostheer commander) and Firestorm (OKW commander) following changes was made: • 2 CPs • Cost: 250 MP and 10 fuel • While locked can heal and reinforce nearby units (same as USF ambulance) • Can be transform into mobile resources cash [option available in ostheer version] SLOT 4 – Hull Down Ostheer ability move to OKW doctrine. Entire design is getting revamp. [propose changes gonna be updated later on] • 6 CPs SLOT 5 – Tiger tank “E” Panzerkampfwagen VI Tiger “E” can be called on the battlefield (replaces TigerAce in EliteTroops commander) • 12CPs • Cost 630mp 230 fuel • Ostheer vet 5 spread across vet 1-4 okw system • Upgrades: tank commander: slightly increase accuracy and sight of a unit • Only 1 in the same time can be deployed on the battlefield. Exclusive with KingTiger • The main difference between this Tank and ostheer version is a versatile list of abilities: _o Vet0 – ambush camouflage – unit can hide and be invisible to the enemy units. While revealed gain accuracy, penetration and vet 4 damage bonus. Free ability _o Vet1 – smoke shell (same as brits smoke shell) or panzer tactician – standard price _o Vet 5 – Locks turret movement at 90o but increase damage from 160 -> 200. Free ability, can be disable. Strategies and Rational: Main idea is to give OKW replacement for current basic units. Most player hate rakketens, they want unit that is more efficient and reliable. Sturmpio aren't upgraded with shrek becouse you really need a sweeping squad, especially in high lvl game so you basicly have to count on your own tanks. Pak40 gives diffrent strategic approach to Antitank build. Additionally Panzerfuzzilier are perfect to replace volks build used over and over in every game. Tiger tank will be the second call-in tank for OKW (i don’t count SturmTiger becouse it’s more like a suport heavy tank than a mainline battlefield unit). Compare to other faction where list of commanders with call-in units is longer OKW has only CommandPanther. One of the reasons why SpecOps is so popular is that call-in Panther allow player to go more heavily T1, T2 build. Tiger tank would be a natural replacement for Command Panther. Unit will base on a list of abilities In: Lobby |
Thread: New Commander Submission - Discuss21 Jan 2019, 08:38 AM
Adding new units requires a lot of testing, so it's best to use old units/abilities: I would like to suggest marge this ability with something else like it was in Defensive Ostheer doctrine. Best way would be to add long waited Soviet Bunker and call it all "advanced defensive positions" As you meansioned you don't wanna add new content but the building, animation etc is already existing in game files so it wouldn't be complicated to make. Strategic Tank Reserve docrine There is 1 small issue here. PanzerTactician is available in EliteTroops as a third slot so you can't equipt THIS version of a TigerAce with a smoke by default. PS: maybe Command Tiger version would suit better. This current one doesn't have too many diffrence to a standart Tiger I if we remove panzer tactician In: Lobby |
Thread: New Commander Submission - Discuss18 Jan 2019, 18:19 PM
That's right. There was 2 polish divisions in Western Front under UKF. First Polish Airborn divisions and 1th Polish Armor divisions. Both Elite and did a lot in France and Holland. There was also a Polish Korp in Itally. Polish playerbase in CoH2 is quite big so that would be nice wink from Relic/Balance team if they did agree to do that In: Lobby |
Thread: New Commander Submission - WEHRMACHT18 Jan 2019, 13:58 PM
Faction + Commander Name: OST – Grossdeutschland / Kampfgruppe doctrineTheme: Mechanize and armor focus commander. Base concept is inspire by German “Grossdeutschland” division (and other armor division) that were send on breach part of the frontline. Equipt with newest weapons in German arsenal. Unit and Ability Roster: SLOT 1 – Assault grenadiers Revamp and refresh existing unit to perform and scale better in late game. Things that should be changed and looked into: • 0 CP • Upgrades: “Offensive package” – reduces receiving accuracy and gives 2x stg44 weapon. Available after BF3 is teched up. Increase the late game performance – cost 60 ammo. • vet bonuses revamp • aditionally: Vet1 ability – “Hit the dirt” – allow to lay assault grens on ground which gives green cover. Similar to ppsh “hit the dirt” ability for conscripts. SLOT 2 – Mechanize infantry training Upgrade for base Ostheer infantry: pioneer squad and panzer grenadiers. • require 4 CPs • Pioneer team – “Heavy repair package” - gives heavy pioneer team upgrade similar to British Heavy Royal Engineer package. Increase the repair speed and effectiveness on battlefield (reciving accuracy). Sweepers can be pocketed – cost 50 ammo. • Panzer grenadier – “mechanize support package” – ability gives: 3 g43 rifles and 1 mg42 lmg [changes Pgrens into long range elite infantry similar to Obers], allow to slowly repair tanks – cost 90 ammo. SLOT 3 – Stuka zu fuss Calls 251 HT equipped with heavy artillery rockets ready to fire on pointed area. • 7 CPs • Cost and effectiveness same as OKW version. • Vetterancy bonuses equal to first 3 in OKW version. SLOT 4 – Mark Target Marks pointed enemy vehicle, tank or infantry unit. • 8 CPs • Same ability as the one available in Guard Motor soviet commander. • Can also mark infantry squad for the same price SLOT 5 – Panzer tank P4 “H” Allow to build heavier version of Panzerkampfwagen IV - OKW version. • 0 CP • Buildable in HQ after upgrading BF3 (decision left to balance team) • Cost: 400MP and 150 fuel • upgrades: tank commander [increase accuracy and sight] • Vet1 ability: panzer tactician or HEAT round Strategies and Rational: This commander focus on fixing already existing unit and allow Ostheer faction to start a totally diffrent form of early starting strategy. Assualt grens are currently heavily underperform in mid and late game. They do their job effectively in early fights vs unvetted infantry sections and riflemen but when games go on and enemy reaches vet2 or is equipt with lmgs assault grenadiers becoming useless. Therefore to make this unit more interesting their vet system should be reworked and unit gains extra upgrade after BF3 is teched. Main reason is to avoild getting into the circle of overbuffing the unit in early game when it could outmatch any other mainline infantry. Stg44 package with extra reciving accuracy sound resonable and worth testing. Slot 2 „Mechanize special infantry training” tries to give additional options to already existing base german infantry. What i notice is that ostheer lack of long range elite infantry options similar to obers and guards. Players who pick a commander with assualt grens is stuck in late game with no elite or vetted long range mainline infantry who could stand hords of ally squads. Therefore i came up with the idea of reworking panzergrenadiers and give them long range package (3 rifles and 1 lmgs42). At first it can sound overpower but that mostly the matter of balancing the statistics and performance in battlefield. Stuka zu fuzz is additional antisupport tool which could help players heavily Focus on T3 build. Panzer 4H is base on OKW variant with heavier armor that can use extra abilities like panzer tactician or HEAT round to better perform vs heavy tanks. Could be replace by a TigerCommand Tank that can buff nearby troops and be a replacement for TigerAce (but in my concept that unit gonna be revamp by a Tiger Tank „E” located in OKW new commander). Additional Context: Units that also could be used in this commander as replacement for meansioned above: “assault and hold”, “combine arms”, Command Tiger Tank (replacement for TigerAce), Hull Down or panzerfuzziliers. Thanks to Smartie that gave me the main shape. In: Lobby |
Thread: New Commander Submission - Discuss18 Jan 2019, 13:47 PM
well, polish voices you can get from a polish version of the game. What's USF black troops? In: Lobby |
Thread: New Commander Submission - Discuss18 Jan 2019, 13:03 PM
That's a good idea. I would prefer to make new infantry as much diffrent as it possible to current Infantry Section. Commandos voices could work too or maybe there is something else in gamefiles? What do you think about other abilities? In: Lobby |
Thread: New Commander Submission - BRITS18 Jan 2019, 10:57 AM
UKF – Scotish Highlander RegimentTheme: base of Scottish divisions in UKF army. Universal design commander filling the main gaps in faction design: new main line infantry, indirect fire and mobile tank destroyer. Unit and Ability Roster SLOT 1 – Scotish Infantry Squad - new scotish main line infantry as replacement for Infantry Section • 0 CP • Cost: 280 MP • 5 model squad, equipt with lendfield rifle. • Cover bonuses doesn’t apply. Compare to Infantry Section it features better accuracy in move, better rate of fire but worse effectiveness in static position in cover. • Grenades and AT grenade available after markI grenade is upgraded in HQ • Has to weapon upgrades _o Scope rifles – gives extra accuracy in longer range and sight – 60 ammo _o Thompson assault package – gives 2 thompsons and buffs reciving accuracy –75 ammo • Unit Can’t be upgraded with Heal package, bulster doesn’t apply • Voice line – British sniper (also has scotish voice line) other option unit can be renamed and redesign as for example polish soldiers (common in UKF and voicelines available in soviet campaign). Name of commander ajusted. SLOT 2 – 3-inch mortar team • 1 CPs • Cost: 240MP • Statistics, performance and vet system base on ostheer mortar • Mortar model used from USF mortar team • Abilities: barrage and smoke barrage • Vet 1 ability: phosphorus round SLOT 3 – Artillery Officer – elite infantry squad can be called on the battlefield - units already exist in game files and it was present in UKF beta • 3 CP • Cost 300MP • 4 men squad equipt with stens • Only 1 squad can be deployed on the battefield • Vet system and performance similar to British Airlanding officer • Vet 0 ability – unit calls a base artillery barrage – cost 40 ammo • Vet 1 ability – can call smoke cover barrage on small area – cost 25 ammo • Vet 2 ability – Flare – calls 1 artillery flare that reviel the pointed sector of the map (it works like panzerfuzz or soviet sniper flare but without fire animation) – cost 30 ammo SLOT 4 – M10 „Achilles” tank destroyer – cheaper and more mobile tank destroyer, alternative for Firefly Sherman tank. • 0 CP • Cost and performance same as in USF version • vet abilities same as in USF version • aditional Vet2 ability – selfrepair – heal 200HP for 30 ammo (I leave numbers to balance team) SLOT 5 – Royal Air Forces support – allow player to call 1 single passage of Typhoon with rocket and mg volley. Good vs infantry blobs and tanks – especially with engine damage • 10 CP • Cost: 100 ammo • Calls 1 Typhoon plane that fires volley of rockets on pointed area • plane makes only 1 passage • It can also suppress enemy infantry • It also damage the ally units – friendly fire • Cooldown: 75 sec Strategies and Rational: General idea is to fill the weakness of basic British design flows like antigarisson tools. Lack of mobile mortar squad was very problematic for UKF players who had to fight mg spam. Currently revamp Special Weapon Regiment allow to drop mortar and AT gun. It’s great idea but it’s locked in 4CPs which is way, way too late for British Faction. Therefore simple call-in mortar team locked behind 1CP, design and balance similar to ostheer mortar could be perfect unit to add. UKF faction also has the smallest amount of call-in infantry squads. Commandos are more stealth elite unit that cannot fight vs main line infantry on the open ground. To diverse the British early game build order, starting strategy I suggest to add new unit: Scottish infantry squad. It’s base on historical Scottish division fought in Normandy around Caen. Adding this form of infantry and not for example Canadian infantry team it’s because there is already a Scottish voice line in British Sniper. Unit will also be able to throw AT grenades which IS mainly still lack and will have 2 weapon upgrades for long-range fights and mid-range and mobile gameplay (similar to volks 2xstg upgrade). 5th man bolster I leave to balance team. Third unit – Arillery officer was present in Beta tests. Gives a lot of artillery options to the faction, with versatile vet abilities spread across all vet points. That reword the player who keep his unit alive not only by better performance in combat but also with additional abilities like smoke cover or flare. Scottish division were equipped with British version of M-10 Tank destroyer. This unit will be a replacement for more expensive and slow Firefly Sherman tank – perfect vs medium tanks like p4 or in bigger groups vs really heavy tanks like KT or JT. Unit is already balance thanks to recent revamp of US Armor company. Last slot is left to ammo ability – Typhoon AT strafe. To not make this commander too much overpower the ability will give only 1 passage of Typhoon plane which fires AT rockets and mg volley suppressing infantry. Ability base on already existing Typhoon strafe located in forward HQ (special weapon regiment). It’s also good to point it out that all abilities and units are already existing in game (Typhoon strafe is available in British HQ – special weapon regiment, artillery officer was present in Beta tests). High diversity of abilities and units allow it to be used in all game modes and counter versatile tactics. Additional Context: Units that also could be used in this commander as replacement for meansioned above: 25p emplacement, M-5 Stuart light tank, Sherman or Cromwell command tank, Hold the Line ability It also worth pointing out that new commander patch could be perfect moment to add additional experience income for British faction after building each tier (similar to USF faction). In: Lobby |
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