I disagree with making them an official faction.
I do agree with making a Pacific Theater Mod that focuses on Japan verses China (with US and Commonwealth support). |
May I suggest a complimentary National Revolutionary Army (China) faction to go along with your Japanese? |
My comrade find a bug with soviet sherman, thay cost over 500 mp and 200 fuel only with t3, you can not call tham without t3. And Assault Guards have 2 ppsh adn 4 svt.
If it's just the cost of the M4C Shermans, then it's supposed to be like that. Miragelfa increased the cost of call-ins if you don't tech. While I think 50% is over the top (25% would already be a huge penalty), it's not a bug. Unless you can't call it in at all without T4. |
@Atomic Rocket: Those were very old stats. the StGs got a considerable boost to mid while their long is on par with a volk rifle.
Could I see the exact stats? My .rgd converter is currently not in order.
Anyways, any possibility of re-integrating the Panzershrek into Competitive Edition Mod via side tech? If you are concerned that Volk StGs might be too strong in early game it could be a good idea to lock it behind side tech as well (timing adjustment). |
Most of it is great, even though some things are missing (force reload for HMGs, for example).
However, I don't quite like these proposed changes to OKW:
1) Medics and Mechanics. I understand that OKW needs some side-tech, but 100MP 15FU seems to be too expensive. USF healing costs FU because you can heal everybody in the Ambulance's vicinity at the same time, and the healing platform can move around.
Since the OKW healing upgrade spawns 3 medics like WM and SU's healing upgrades, I suggest that the cost be changed to either 250MP or 60MU. Mechanics should be the cost of Soviet Repair Stations, 75MU if I remember correctly.
2) Volksgrenadiers. I didn't like this change in Miragefla's mod. First, the StGs they get are too paltry. Here are DPS stats Miragefla posted:
Range: 0/ 10/ 20/ 30/ 35
Volk StG 44:7.97/7.1/4.38/1.85/1.03
Two Volk StG 44: 15.94/14.2/8.76/3.7/2.06
Other weapons for comparison:
PGren StG 44: 15.35/12.81/7.69/3.38/1.44
Sturmpio StG 44: 15.89/10.84/4.8/1.21/1.21
Riflemen BAR: 13.97/10.45/6.97/5.17/4.37
Grenadier G43: 10.4/7.7/4/2.69/2.2
Pfusilier G43: 9.1/6.7/3.5/2.3/1.9
As you can see, two Volk StGs amount to just a bit more than a single PGren StG 44.
I suggest reducing the upgrade's cost from 70MU to 45MU. If it seems to be too inexpensive, refer to the Grenadier G43 upgrade. It costs 45MU while giving the squad more DPS at all ranges than two StGs. The extra MU can be used for mines, medics, mechanics, fausts, etc.
Second, I disagree with removing the Panzershrek. Sure, they cause blobbing issues, but WM PGen Shrek+StG, USF zook+BAR, and UKF PIAT+Bren blobs still exist. Cost doesn't deter players from blobbing, Demo charges, mines with suppression, artillery, and other anti-blob tools do. If you argue that it's too inexpensive to blob Volks, I would disagree. For 4 Volks+ Shreks, you would need 1000MP and 360MU, while with PGrens you can get 6 Shreks for just 20 more MP. Sure, you have less durability (20 models verses 12 models), but 3 Shrek PGrens have more anti-infantry DPS than 4 Shrek Volks at close-to-mid range, they have more AT power, AND they scale better.
I suggest a "Unlock Volksgrenadier Weapon Packages" side-tech option at the Command HQ for 150MP 15FU (same as the Weapon Racks cost of USF and Brits). Unlocks 90MU 1xPanzershrek or 45MU 2xStG 44+Faust. I don't think it is necessary to make this side-tech require either Battlegroup HQ or Mechanized Regiment HQ.
3) MG34. It definitely needed the DPS buffs, seeing how it has very low damage output, but I don't think they should be non-doctrinal. I feel that it would take away from the doctrine's uniqueness and damage the faction's asymmetric design.
I suggest leaving the MG34 a doctrinal unit, and keeping the MG42 as WM-only. |
It messes with vehicle pathing, that's for sure. But I can see the issue Tobis pointed out.
Plus, where you you build sandbags then? |
Thank you, Highfive, for saving my eyes.
This could certainly work. Wonderful faction layout, although I foresee Guards and Zook spam. I had the "mobile base buildings" idea, too (Working on a CoH2: MC idea).
Several things could use some re-thinking, though.
-Your doctrine lacks a focus beyond mobility (which makes it fall victim to what made PE a bit odd). I think it should focus on a "mobile defense" style where it has a mediocre early game (small initial territory) leading to impressive mid game (light-medium vehicles of all sorts that can gain the map-control advantage), but in late game where it gets outclassed by the other factions it must rely on those light vehicles to respond to enemy flanks, while heavier units hold back enemy pushes.
-If this faction only has a single infantry unit, that's kind of boring and would probably lead to blobbing (just see CoH1 PE Panzergrenadier blobs). I suggest adding a cannon-fodder line infantry, like a Cosncript-Osttruppen hybrid. Then, make Guastatori support infantry that scale into combat infantry, and make these cannon-fodder units combat infantry that scale into support infantry.
-Since you practically get a free unit that 1)buffs friendly units, 2) has incredible utility (recon to arty to smoke) AND 3) have their own guns by teching up, their costs should be increased. For example, your Command P4 could use 400MP 150 FU if it could do all that you say it could.
-Shooting down planes is independent of accuracy. It's all about RNG, because planes die to the shell "deflecting" off. A different Vet 1 ability for your Gebrigsflak?
-Some units have role overlap. You have mobile AT with the Marder II, why would they not save up for a Semovente 75/34 that probably scales better in late game? Or, if the Marder II is extremely effective as a mobile ATG, why go for a Semovente? (The Nashorn is fine, if it's gun has the same stats as a regular Pak 43)
-That Veterancy might be a bit broken. Units gain a bit too much utility and firepower.
--Passive suppression or Passive Sprint is pretty OP, especially if your cheap core infantry with LMGs could do it.
--Increased capture rate for team weapons is also a bit overboard. --Letting EVERY vehicle that hits Vet 3 capture points is also pretty overboard considering the Soviets can only do it with weapons disabled. Even if they cap slowly they still cap and fight at the same time.
-Doctrines could use some timing adjustments.
--Mines could come earlier for your doctrines. 0CP is fine as USF get Riflemen mines (plus sandbags) at that time, and WM gets Tellers stock.
--Recon should arrive at 4CPs or later.
--Panzerjaegers come way too late at 5CP. Most elite infantry should be on the field by 3CP. Plus, they are a tiny easily-wiped 3-man squad. 1-2CP would be fine.
--Cannone da 90/53 comes too late. Should come no later than 8CP. If it's essentially an ATG with 360-degree traverse, it should require a fuel investment, too.
--Carro Armato P26/40 is overpriced. That tank wouldn't have won an engagement against an M4 Sherman. 300MP 90FU would be a much better price.
--Sd.Kfz 165 Hummel: for an artillery piece it's overpriced. Take a look at the M7B1 Priest.
Aside from these, it's pretty good (although they would probably throw a huge wrench into faction balance). Although, I might ask, where are those AB41 armored cars? Also implementing the Semovente da 90/53 would be nice. |
Messing with weapon profiles is bad...
Long ranged weapon are bolt action rifles and LMGs. If Penal are meant to be long range they should use those type of weapons.
Semi automatic rifles like SVT should be good for mid fighting and work good at range 20 and complement Flamers.
Smgs should work close and not combined with flamers...
SVT need to have some it close DPS moved mid and far but it should not replace Mosin as a long range weapon.
Should be fine. Take a look at USF Riflemen M1 Garands. They've still got higher DPS at long range than these adjusted SVTs.
All squads in game have the reinforce cost = 50% of model at max. Some are lower (PG, Tommy) due to mp drain complaint.
For penal, it would be 270/6 * 50% = 22.5, or 22 mp.
If squad base mp is 300, then the reinforce at max should be 300/6 * 50% = 25.
Be careful with balance. Know the basic first, otherwise, you just make another error like Relic did.
Sold.
On a different note, how does giving them a 6-PPsH-41 SMG upgrade sound? Makes them either a decent long-ranged combat unit or poor-man's Shocks. |
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I am aware that there are many threads discussing Penals, it's just that I have a different approach and posting it where other people have their own proposals is like hijacking a thread.
So, the Dual DP upgrade is a bad idea. Reverted to flamethrower. |