+ The game would have another gameplay mechanic, therefore more depth
+ Immersive, cool to look at, makes more sense with bolt action rifles
- Pure balancing hell
Theres already a hard time dealing with DPS and indirect fire damage. Now they´d have to add a third side to those two.
Making simply every single model equal in melee - no matter the squad- would seem like an easy way out, but then u´d have that problem of the most expendable, cheapest, non-combat, builder unit waitin around a corner and effectively halting an advance of the most specialized, expensive elite squad in the game
Tough choice, really
Yeah I'm really interested in how the Iron Harvest devs are gonna pull it off, I'm still on the fence of getting the game since it's a lot of dought and they're also making it on the Unity engine, as well as it being on consoles and them now also looking for a Publisher which might mean the same thing as SEGA's relationship with Relic, as in financial reliance thus somebody else having creative control so I'm a bit worried on that.
Actually their is already a knife weapon in COH 2 that if I understand correctly was meant to be used by commandos. That where the sprint while camo bonus came from. Unfortunately someone forgot to changes when the knife was scraped as an idea.
If you go to weapon/test/melee you will find a mechete with range 0-3 and damage 80.
Yeah I know of the machete and 3 other weapons/items that are scrapped/unused. I am guessing they tried melee and towing of AT guns before abandoning it as well. |
That's disappointing, I doubt it'll ever get used. The range is so low that by the time you'd even try to fire on a tank or even infantry the lefh will either be dead or unable to rotate quick enough to hit the target. Not to mention there needs to be nothing in the way for the shell to collide with.
I hope you will reconsider, getting a lefh to vet 5 should be rewarded with a useful ability rather than a highly situational and lackluster even if used correctly ability.
Agreed, it feels rushed, altho the current LefH feels OP. I literally made a battery of 3 once to counter an enemy FOB and then annihilated and continued to spam them while my team carried me lol.
Was fun but cheesy really, altho the new ability as you said feels underwhelming. |
US Unit Preservation Company:
2CP: A scout Counter-Sniper hits the field. A sniper who cant kill anything else than the wehr sniper, but insta-hits him and has double the LoS of his prey
(not sure if makin him able to only kill/attack a single type of unit would be possible/easy enough to implement, if not would only gonna be a dedicated scout)
2CP: Rifles can be upgraded witk UKF healing kits and/or with the smoke on retreat pop
3CP: Rear Echelons can be equipped with Springfield bolt actions, to become good support at long range (Or perhaps rifles to change their playstyle into a more safe and defensive one)
(Im not sure if there even is a scope-less Springfield in the game. They´d either have to give them scoped ones, or just give them Lee-Enfields but write Springfield in the upgrade description and pray that no one notices 
4CP: Recon plane equipped with a mine-sweeper will loiter above an area and reveal enemy units and mines
9CP: Additional armor upgrades for Shermans and Jacksons
There are sadly no springfield models in the game. |
Hello, so I stumbled upon this Dev blog from the developers of Iron Harvest today: https://kingart-games.com/article/50-iron-harvest-devblog-7-november-2018
There is a mention of Melee Combat and sync kills/finishers like in Dawn of War and Dawn of War 2 as I imagine it which brought up the question in my mind, what about CoH3?
And by that I mean it's already sort of present in a couple mods for the original CoH so perhaps it can make it's way to CoH3 officially this time.
I'm making this topic to gather some feedback and opinions on the idea, how would it work, why is it a good or bad idea and so forth.
I personally think that having the option to bayonet charge in the current games would make more sense when infantry are very close to each other instead of shooting at a couple feet distance from one another, plus it would create some special twist on close quarter combat and some units would of course excel better at it than others, like for example I'd imagine it Shock Troops. Altho I'm not really sure how the sync kills/finishers would to work exactly without being a balance nightmare.
Cheers and have a nice day. |
Things like auto-target enemies in sector, counter-barrage, etc. are all terrible.
Even if it requires true sight, it still removes the crucial aspect of attention, micro-capacity, and just the wherewithal to even do it.
For the record, I am also in favor of making mortars auto-attack be terrible unless you manually direct them or barrage.
I see your point but I still think that it's possible to make it so it's a practical ability without having any part of your concern in it, or at least for the most part.
With that said I'll agree with you and move on with another suggestion I have for the LeFH Vet 5 ability, called "Walking Barrage". It will basically be the Allied "Creeping Barrage" altho renamed and perhaps made a bit different so it's unique in it's own right, maybe some stat changes or something would do the job.
Apart from that there's not much else we can work with really, we've pretty much exhausted all of the abilities options I think. |
Please no more "auto target" anything. Move away from that concept as much as possible.
It's not as easy to execute in CoH2 because of true sight tho. |
Yeah, I flubbed on that one, but that's what I get for posting in a rush. The 'Frontline Combat' passive ability from the campaign consists of a 10% damage increase and -20% damage reduction for infantry on frontline sectors.
That would be pretty OP in the multiplayer, so some revisions are needed. Maybe a timed accuracy and weapon cool-down buff instead? So essentially the spiritual opposite of the British 'Hold the Line' ability. Though it would be a very wide spread ability, it'd be limited to infantry, so a cost of 125 muni seems reasonable.
Yeah, something along those lines would probably work. I can wholeheartedly say that I really enjoyed Baker Company and if I was stuck with them in the multiplayer I wouldn't mind it at all. They had mobility and firepower both early and late game which pretty much nobody else had. Fox Company was pretty cheesey in my opinion and was all about just spamming OP Rangers and OP abilities and that's about it, but I liked the commander's dialogue more than Edward's. |
Ostheer "Army reserves Doctrine" or "Valkyrie Doctrine".
Concept: army made of second line troops and night fighting troops.
1) CP 0 PzIV D available to be built from t3 at a similar cost of the T-34 or called in at CP 9 for higher cost. 2 fire modes direct and direct. Indirect mode similar to STUG-E , Direct fire mode normal shells with low penetration but 40 damage deflection damage.
2) CP 2 Volksstrumm 5-6 to men squad armed with K98 total DPS around that of grenadiers. Able to use 2 panzerfaust AT weapons (not snare, about bazooka level) these weapons can be put away similar to SP minesweeper. Can also lay shue mines. (Can be used to merge ?)
3) CP 2 PaK 36 158 weapon similar to soviet M-42 able to fire the
Stielgranate 41 (if possible) single shot for high penetration.
4) 2CP Panzer Tactician
5)CP 3 Night fighting training.
251 can now be upgrade to Sdkfz 251/20 Half-track w/Infrared Searchligh. A timed ability that stop the rotation of the search light and works similar to "hammer Vehicle Tracking" for units being hit while under the searchlight's beam.
PGs can not upgrade their ST44 to vamp weapon gain 5% accuracy but do more damage to units in cover/garrison when "painted" by 251.
Panther can now upgrade to nightfinging gaining accuracy vs "painted" targets.
I wouldn't really call the Volkssturmm "reserve infantry", they were basically civilians with military arm bands pressed into service without any training or anything, just given weapons and pointed towards the Soviets.
If you want real reserve infantry then the Osttruppen are your guys.
Everything else sounds good tho. |
If CavRifles will need 25 fuel for their smoke, can you make their TommyGuns a bit cheaper?
Or add more Thompsons to the squad. |
USF
Ranger Company
-M5 Half-track
-Rangers
-Time On Target Artillery
-Man the Defenses
-M4A3E8
Man, I did not mean to post this after all, but hit that button so oh well. USF needs a commander more offense oriented than Heavy Cav, and I thought this would do.
The M5 would better support an advance than the Ambulance, and can double as AA/suppression if one goes down the CPT tech.
Rangers are really good assault troops, and ToT arty is reliable but not OP.
Man the Defenses wouldn't work exactly as in the AA campaign, more like a cover and reinforcement bonus while in territory. Useful for a sector that's being contested, assuming you keep it blue while the ability is active.
Easy Eights would help in the late game, and unlike a Pershing you can get more of them.
You said that this is an offensively orientated commander, right? Well man the defenses is a defenses, so perhaps taking the passive from Baker company and making it into an active ability would be a better choice, you know, the one with the adjacent sector description. I am not to sure but I think it's name was "Frontline Combat" or something along those lines. |