In order to receive better-quality feedback about commander changes, we will be creating individual threads for each revamped commander.
The reason for this is to draw the maximum amount of scrutiny to changed abilities so that we avoid going to the extremes of perpetuating useless commanders, or proliferating Artillery-Cover like commanders.
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Intent of the changes
Our general intent with Commando Doctrine changes is to create a commander option for Brits that want to play aggressively while relying on infantry-heavy builds.
Live-version Commander doctrine fails hard at delivering these expectations, since the only useful abilities (Mortar Cover and Bombing strike) seem to favour murdering enemies outright, rather than used as the tip of an aggressive spearhead.
To reiterate the changes, and the intend behind them.
Commando Glider
This abilty is now meant to promote an offensive push and take-over of an enemy sector. E.g., if you can decrew team-weapons, you can use the nearby glider to reinforce and hold that territory while waiting out for reinforcements.
Commandos have been upgraded to complement Infantry Sections and vice-versa. Commandos now rely a lot less on cheesy gammon bomb wipes, while being able to heal themselves-up after every successful ambush.
Smoke Raid
Now intended to allow players to arrange their infantry for a stealthy approach to enemy territory.
This ability is intended to be sustainable throughout the entire duration of the game. Along with glider drop, this is meant to be the hallmark of the doctrine. Ideally the effect of Smoke raid should be adjusted to justify a 50-75MU price-tag.
Assault
The doctrine is very MU-heavy. In order for a Brit player to make use of the doctrine, it is expected that they will have to cut down on other expenses (e.g., Bren guns). The ability is designed to give players to cut corners with respect to core-faction MU budget-cuts, without being overbearing if the Brit player does manage to fully-upkit their infantry.
The intend of redesigning this ability is to maximize benefits for players that cannot afford to upkit their Infantry Sections, without making it unbearable if the Brit player does find enough resources to get Double-Brens and spam assault.
The gains in stationary infantry units are, at best, marginal (+15% accuracy). Whereas, the gains in allowing rifle-equipped Infantry sections are pretty noticeable.
Ideally, the effects of Assault should be adjusted to justify its 90MU price-tag.
Mortar Cover
This ability has had auto-aim removed from it. It's intended to be less about wiping stationary team-weapons outright, and more about preventing the enemy from responding to a major assault (white phosphorus shells block visibility in addition to causing a heavy DoT effect on affected units).
This is meant to be somewhat affordable, but not too spammable to justify a price-tag of 125MU.
Bombing Run
This one has been redesigned to make it less of a "kill OKW trucks from afar" ability and more of an area denial tool to cause heavy enemy concentrations to disperse.
This should be a last-resort sim-city busting attack that justifies a 250-MU price-tag.
Conclusions
In order to master the use of the new Commando doctrine you should try to time your assaults together with any of the power-up abilities. In particular, the glider will allow you to create an impromptu reinforcement point to create a foothold. Prudent use of Smoke Raid will allow you to surprise your enemies and attack them when they are weak. You should probably keep off Bren guns, unless you are REALLY floating munitions.
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So i have read that commander revamp of british forces, with commandoes and all that.
Quick question, why would you do it like this
Stand Fast
* The player now must target an emplacement they would like the ability to affect
Vehicle Repair
* The player now must target a vehicle they would like the ability to affect
If you could just give a Hotkey to use it, like soviets have with Self Repairs.
Seems like a little bit unhandy
That's the plan for the live version.
However due to Brit commander design and modding tools limitations, the only way to implement such changes in a mod is to force the player to trigger those abilities the first time using the commander ability.
For mod-feedback purposes we could make those abilities unlock unit-specific abilities separately when triggered for the first time.
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As long as they don't start mixing different fronts together (e.g., Eastern Front factions playing side-by-side with western-front factions) that should be great.
Africa has all the potential to add as many DLC factions as necessary.
According to the map, there will be enough different tilesets to use to break up the monotony of desert maps. For instance, maps with the tileset of Caen etc are interesting, but if you are going to be forced to use one and only tileset, that will look boring (unless you go for colour-saturated CoH1 style).
Hopefully they will use some kind of weather system (but done better than blizzards in CoH2) or night system to break up open spaces.
I also hope they do something about projectile tracking for their maps for deserts' sake. Deserts are going to have some large open areas where the only real feature to use as cover is dunes. You can't have buildings/huts/rocks providing cover there, because you might as well drop the desert map theme.
If that fails, the can always revert to maps which are more about city sieges, etc.
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@Mr.Smith, are there any chances of the Pack-Up ability appearing in the DBP? For reasons that chocoboknight has stated, it'd be a major improvement to the current perma-emplacement spam type deal if we could just move them.
Or if you're Axis, and you chance an offensive while your Brit opponent is getting ready to move? Boom, goodbye pesky Bofors/Mortar/17 Pounder.
I think that would be too drastic to go in one go, with all the British core faction changes and commander changes.
If pack-up ever makes it this patch, it would probably be only to suicide your emplacements, but with no refund.
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Sure; flamers are a strong ability. However we don't want to make this doctrine into another "shit, I have to have flamers" doctrine, in the same vain of "I gotta pick this one, cause it has a call-in" doctrine.
If you can think of a better solution that fits the doctrine design, we'll do our best to implement it.
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Types can only be allocated statically. To achieve what you want with convertable ambient buildings, you have to use one of the following workarounds (with imperfect results):
1. Add the desired type to the ambient building directly
The downsides of this option are:
- The building will collide with F1-F3 selection when anybody garrisons it, even if it's not a converted HQ (just like the building near the eatern VP at red-ball express)
- You have to pre-select one selection type for each building (I'm assuming you want different kinds of forward HQ)
2. Make the conversion spawn an invisible HQ building on top of your HQ building (spawn item)
The downside is that you won't be able to select the HQ in any way other than the F1-F3 interface. You might also have to worry about trained squads getting stuck in the building
I have done something like that to allow forward assemblies to upgrade to both medics and repairstations (look for the repair station implementation):
https://github.com/xxpatch/consmod
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Surprised no cromwell and comet buffs to scatter. Those units can't hit infantry for their lives since their nerf.
If Comet/Cromwell really need buffs, then we'll just nerf other faction equivalents instead. Both are in a perfect spot currently.
Brits have Tommies/Centaur to fulfill AI roles.
The comet, much like the Panther, is a high-armour low-micro tank.
1.4 looks great; pretty much every necessary brit change I could think of is in there. Only change I would disagree on is the buff to the Bren; double bren vet 3 tommies are incredibly powerful, even vs. Vet 5 OKW upgraded stuff.
If Vet3 double bren Tommies are still op, no problem: we'll nerf their received accuracy even more.
The reload time thing on Bren guns was to prevent them from going into 12-second reload cycles (which happen rarely, but they do happen from time to time). For comparison, other LMGs and even HMGs have a reload cycle of 4-5 secs.
While the reason makes sense why it was changed, I haven't had major issues using it without the cone. A garrisoned 17 Pounder turns fast enough and engages targets just fine for me since I can see where the gun is pointing and have experience with Pak 43s and artillery pieces to have a rough idea what the Firing Cone would be.
17-pounder has horrendus teardown/setup times which the Pak43 does not suffer from. We don't want to remove those delays as this would make the animations look completely silly.
Gah! Is there any way to make the Sandbags around the 17 Pounder behave like the Pak 43's? Where you could pass through the emplacement and use the sandbags as cover in a traditional way? It's not ideal but at least it maintains immersion and doesn't block pathways in urban areas.
The sandbags thing might be possible. However, this sounds too difficult to pull off and I don't have the time needed to invest into this; not with 8 commanders-to-go
Ideally 17 pounder target size should decrease to revamp levels, so that the 17 pounder does not remain so completely trivial to counter with tanks and AT guns.
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Hmmmmm... Not exactly thrilled to see that the 17 Pounder can no longer be garrisoned. No longer can I bypass the 17 Pounder by garrisoning it and coming out the other end. It's rather needed at times when built in ruined urban areas.
I remember how excited I was when I played the British in CoH2 for the first time and saw you can garrison it. It made sense to me and gave a sense of immersion that the soldiers could take advantage of their sandbags rather than stand outside the 17 Pounder emplacement, potentially fighting out in the open.
Why on earth was this change made?
Cause the only way to implement giving it a visible arc of fire meant that garrisoning/ungarisoning became bugged.
An 80-range static gun without a visible arc of fire is unusable.
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Stand fast - nerf
Vehicle repair - small tweak
Command vehicle - some changes (buffs and nerfs), with biggest one being removed speed penalty
A-B mortar support - buff (or rather fix)
AVRE - nerf (nerfing unit which is already rarely seen and tricky to use).
The thing is that the commander is not 5 individual abilities; it's a collection of them. Live-version commander has 0 synergy between the units.
If you can't see a synergy forming around the 4 new non-stand-fast abilities, I don't think I can help you
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Why nerfing AVRE so much? It was already really tricky to use.
The whole RE Regiment revamp seems like a nerf (or at least small tweaks without anything special to encourage people to use it) instead of trying to bring it new life.
Try using the command vehicle in game, and then tell us with a straight face that the doctrine was nerfed.
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