Regarding ostheer defensive doctrine, the STUG E (an ASSAULT GUN) really doesn't fit there. Ostruppen thematically fit in quite well (reserve troops)...
Hull down made a lot more sense.. What about letting ostheer build beefed up bunkers that could say, be upgraded with all 3 features at once (mg, reinforce, medic).. For being a 'defensive doctrine' it surely lacks anything to do with 'defense'. An ability for pioneers to build a soviet style forward HQ would also make a lot of sense rather than the STUG E..
Yeah, concrete bunkers with the same upgrades as CoH.
The command one could be a 4th one with retreat point, or just combine the medical and command bunker upgrades into one.
StuG E could probably be replaced by a command Panzer IV.
Replacing either the Pak 43 or Sector Arty with advanced bunkers would make more sense.
Especially if Osttruppen are given an AT rifle package that would round out the lack of AT if the Pak43 is replaced. |
I'm a bit on the fence about your idea of adding PzB 39. It's kind of their niche to be cheap infantry, that's somewhat good at fighting other infantry when in cover, capping points and crewing support weapons.
Same with repair bunker thing and forward retreat point. They are indeed the only faction that has none of those, but on the other hand they already have many things that other factions can only get doctrinally, like Command and MG bunkers. I know that asymmetrical balance might feel unfair at times, but it's what makes this game interesting.
Also, I know that theme is always secondary to balance, but it kind of feels right that Ostheer has late war problem of performing "maintenance" and repairs on their vehicles by only having Pioneers do the repairs.
I agree about the Osttruppen but why did they get the MG42 then? Just gives them a bit more usefulness when garrisoned, that's all, plus they won't have access to the Panzerfaust anymore then like I already said to keep it balanced.
Everybody else seems to have if not exactly a forward reinforcement point then an alternative to it, the Brits have an all in one building basically with their Forward Assembly, the USF have their Ambulance and later combined with the Major makes for a potent makeshift forward reinforce area, the OKW have their med truck, and the Soviets now have a retreat point, even if doctrinal, and a forward HQ as well. I don't think healing is a huge problem for them as well since these commanders will most likely be chosen in team games anyhow, and even if not a simple ability such as med bags for the M5 Halftrack would fix the issue in my opinion.
And lastly, the Ostheer is the mid war German Army, OKW is the late one, that's why you don't see vehicles like the Jagdtiger, KT, Sturmtiger and so on for the Ost but do for the OKW. So technically they should have more resources and manpower if not technological superiority like the OKW. |
Engineer Combat Company
[0 CP] Assault Engineers
[2 CP] Pillboxes
Assault Engineers and Rear Echelons squads can now build Pillboxes - forward reinforcement points, with variety of upgrades: HMG emplacement, first-aid station, and radio station to call in limited close air support.
[3 CP] Anti-Tank Rifle Grenades Package
Allow upgrading troops into dedicated anti-tank grenadiers. Those grenades have lower damage and penetration than M9 Bazooka, but do not require weapon racks to be unlocked.
[3 CP] Expert Engineers
Assault Engineers and Rear Echelon squads build 50% faster. All mines and demolition charges cost 20% less.
[9 CP] M7B1 Priest Howitzer Motor Carriage
Available as a mod replacing the Armor Company. Check it out and share some feedback!
https://steamcommunity.com/sharedfiles/filedetails/?id=1511963836
Details and stats are on Workshop page, but it's basically a commander based on the 291st Engineer Combat Battalion, which in the early days of Battle of the Bulge stopped Kampfgruppe Peiper. I used some existing assets in creative ways to make a new building and weapon upgrade, so it technically fits Relic's requirements.
Very interesting concept, I also love how it's based on an actual historical unit similar to my British Armor commander based on the 79th Armoured Division.
Going one by one tho, I guess that you're going in a similar route in how the community balance team are doing Assault Engineers right now which is nice, definitely a step in the right direction in my opinion.
Pillboxes are also a very nice addition and unique concept.
AT Rifle Grenades are also a very interesting concept altho I think they would overlap a bit too much with the Riflemen vet 1 AT nades?
As for Expert Engineers, I think Ass Engies benefit the most here because this basically covers most of their abilities so to speak.
Nothing much to say about the M7B1, I love this unit, but prefer it in largely team games.
Overall I think this is a new commander and would be a nice addition to the game however, I think you should try to incorporate weapon racks in the Pillboxes since that's what USF lacks the most right now, being able to equip weapons in the field instead of having to retreat back to the base to get them.
Another thing for me at least personally, is the lack of tank traps for Ass Engies, I'm not sure if anyone else is of that opinion.
That's all. |
I'm still afraid that the changes to the Soviets will pretty much overshadow everything else.
They got a new cool ass and practical unit in the form of the commissar, forward retreat point along with him, a Brit sort of Forward HQ, an improved KV-2 and M42, I mean, what's not to love exactly?
While the Ost just gets buffed StuG Es and 5 man squads and that's about it.
Neither German Infantry nor Defensive Doctrine will be as picked as something with let's say a Tiger in it because it's more useful.
Adding some new practical and useful toys to the Ost like a forward retreat point and let's say the Urban Assault Grenadiers would go a long way in improving the balance and making these picks worthwhile in a match and not occupying the 3rd commander slot just in some extremely rare situation in which you could utilize the Osttruppen and trenches or tank traps.
TL;DR -
Soviets have 2 more very useful commanders while the Ost just gets some let's say, rather small in comparison improvements all around, and I don't think I'm the only one in thinking that, at least I hope so.
And I would like to again take the opportunity make the proposal for Osttruppen to gain an AT rifle package to either replace the MG42 upgrade or be an additional exclusive upgrade that is also locked behind tech and also locks out the Panzerfaust, reason being that they are completely useless at even fending off vehicles while in buildings (which they will most often be in) even with the Panzerfaust being present.
Another thing is the addition of some bunker improves like a Pioneer upgrade and a retreat point for command bunkers, reasons of course being that the Ostheer is the only Army basically handicapped with repairs, they only have their Pioneers to repair with and that's about it, and also no retreat point, which the Soviets will now have in comparison. |
For British Tactical Support, I agree that the mortar and crocodile are pretty much the reasons to pick it. Since the crocodile appears in 2/8 anyway, I think it should be replaced and other abilities brought up a bit.
I'd like to see a 1CP ability that adds 2 of these; Recon Section, Buildable Medics, and rifle grenade for Infantry. British Commanders rarely affect the early game, so it would be unique in that sense. Recon and Grenades fit the indirect fire theme of the commander, and are CoH1 callbacks. Medics would save some munitions and make the loss of the Forward Assembly's medics easier.
Reducing the cost of Forward Observation abilities by say 25% would be useful.
I thought the gains were normalized between salvagers a while back, but apparently it's different between OKW and British (/formerly Soviet)? That's odd and should be looked at, but unfortunately seems a bit beyond the scope of this patch.
I also think that the airdrop is remarkably inexpensive for what it does; it sure would be nice if USF Airborne drops were cheaper/combined. But again, outside the scope of the patch 
There is also an observation officer that has a Sexton Airbust victor target, could probably be changed to base 25 pounders firing it. |
If we're going to keep the LEFH for Overwatch, can we give it a better vet 5 ability? Maybe something like artillery flares, or a phosphorus/fire/airbust barrage that doesn't share a cooldown with the main barrage?
Short range direct fire abilities on artillery has never worked.
I found myself using the B4 direct fire maybe 2 out of the 5 or 6 times in total I used the gun.
But I agree in general with you, it's extremely situational. |
No, no, no. You don't get it.
I mean IF the recovery option is possible THEN the HT that can repair tanks/vehicules and lay/sweep mines is also possible. So yeah mobile reparing bunker. It reminds me the old Blitzkrieg game series.
I suggest replacing Emergency reparing with a HT that can repair stuff to be a cheaper replacement for Sturmpio squad.
Of course the zombie army mechanic won't happen and i;m not suggesting it at all.
It would be a bit problematic for such a lightly armored thing to tag along with tanks, I tried it in the All Units mod and I lost it most of the time because there is really no safe place you can repair in peace with it, except for maybe your base, provided it's not in the enemy's artillery range.
The reason why the Bergetiger worked was because it was so beefy.
Anyhow I suppose that it could work as a mobile repair bunker provided it could "lockdown" behind a shotblocker and hand out automatic repairs so it doesn't need to be babysitted. The USF M3 HT in the AA campaign even had such an upgrade so you could potentially even just put in a regular 251 HT which you can then upgrade for the repairs.
Otherwise a 200 and something manpower costing paper armored light vehicle that is saving a few pop cap off of the much more durable and I would say utility wise more useful Sturmpioneers will not be really worth it. |
Andy, have you ever consider a 251 reparing HT as replacement for a emergency repairs? SneakyEye made a HT with Recover a Wreck Ability. That (ability) could be replace with simple reparing squad while active. To make it more atractive it could place and sweep mines as well.
It could work as replacement for expensive Sturmpios and those players who don't go mech tier stucture.
There is argument that Emergency Reparing isn't worth it cost compare to soviet equivalent so where is alternative option
What do you think?
I think it's out of the question sadly since they removed the zombie army mechanics from the first game.
You know, medics running around collecting wounded and then popping out a new squad.
And without it's recovery function it would make it just a mobile repair bunker. |
I don't hate the idea of the 223 being used as a cache mid/late game, but the popcap would need to be super low. I just really hope this thing won't go the way of the cargo truck addition to the flame hetzer doctrine; interesting idea but in the end never really used.
What I really want to know is, why hasn't SturmTiger vet requirements received a reduction in any of these revamps? I think it's pretty universally agreed that the current requirements are much too high. Hell, give it a useful vet 1 ability while you're at it pretty please.
Oh and...Panzerfuss are too controversial, but super KV2 that also buffs soviet industry isn't? :thinking
In CoH it was 2, it will have signal relay and it's an unarmored light vehicle so I would think it would be no more than 4 or 5 pop cap. |
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Panzergrenadiers (in a 250 HT) still might be an option tho, so cheer up. |