If we were getting Royal Armoured Regiment, I wanna see a Churchill Black Prince in there XD
I'd love to see how Axis players like being on the receiving end of a super-heavy for once 
Also I'd like to see Discarding Sabot rounds as an ability for fireflies and comets as well to function like Heat shells in OKW elite armour.
(The Black prince never saw combat I know, but considering we see Jagdtigers and Sturmtigers in every match when they were rarer than Unicorns, I reckon it's passable.)
Sabot rounds are a good idea that could be implemented, the Black Prince is sadly not.
Due to the limits of model modding basically, I have too thought about the Churchill hull together with the Comet turret and Firefly gun being combined to create this beast of British engineer but sadly like I already said, not possible. |
Guards hands down, they got both AI and AT weapons and are more durable than the Cons, plus grenades without tech.
They're also in some of the best Soviet commanders. |
Can you add concrete bunkers for defensive commander or in fortification okw doctrine?
You know you can put hetzer T0 with requirement T1 and T2 just like m10s? It would bring more diversity play which WFA lacks. Ostheer and soviets has 2 late game tiers which allow you to pick medium armor or more heavy stuff. WF armies don't have it. Making more possibilities is a good way to make this game not boring.
yeah and cashes are the one of the basic things all factions have. Even soviets with their 6 men squads.
Wanna unboring stuff? You can add 223 Command Car, can capture territory and setup to lock it down, same as the PE from CoH.
Keeps the OKW unique while allowing them to get more resources without relying on the Wehrmacht to do it all of the time but of course, for a price. (A_Soldier proposal)
Yeah but in ostroopen commander and in defensive doctrine you have:
1. fortifications
2. ostroopen
3. call in artillery barrage
Just saying that Mobile defense and Osttruppen are more diffrent.
The Artillery abilities are very different.
Are you serious? How can you compare the Mobile Defense Osttruppen with the one from Osttruppen doctrine. One is a 3 CP callin, the other 0 CP. They have completely different purposes.
The 0 CP Osttruppen callin is the "heart" of the Osttruppen doctrine, it makes it completely unique. Or you think anyone picks it for the officer or the railway arty?? Now the new defense doctrine even shares ANOTHER ability (trenches, sandbags, barbed wire for grens and osttruppen) on top of that which makes it even worse but it doesnt matter that much.
Seriously if you had to decide between
1) buffed Stug E callin + Pak 43 + buffed sector arty and
2) Officer + supply drop + railway arty, what would you choose? Hmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
It's literally Osttruppen doc 2.0
I think somebody is triggered.
Osttruppen are a weak early game 6 man squad, they're basically the Wehrmacht Conscripts, there is nothing unique or special about them, they're just cheap spammable cannon fodder and nothing more, I don't see why it should be a big deal if 2 doctrines share 2 abilities, lots of them do.
And lastly, I suggested that the Osttruppen Doctrine be improved and even how to do it, so that's on the community dev team. And before you say that the Osttruppen Doctrine was already reworked, so was the USF Mech Company. |
Tested out the Defensive Commander for Ostheer, looks spot on to me, I don't see why all of the crying about being too similar to Osttruppen, Mobile Defense has Osttruppen as well and lots of other doctrines share at least 2 abilities with each other.
The only thing I would like to see at least tested is the Panzerbusche 39 package I suggested for them, and it seems like a dozen people agree with me: https://www.coh2.org/topic/81538/usf-weapon-availability-in-field-and-osttruppen-at-rifle
That's all for now, I'll report on the other revamps I test out. |
Sorry for the necro, just wanted to say that in my opinion, the British Army should be based on the British you face against in the German campaigns with their mobile support weapon teams and also special commando units, while the PE should probably be based on the not as mechanized II SS Panzer Corps that really was in Operation Market Garden, which would also mean that they would get support weapons, instead of relying only on light vehicles, that would also make them less fuel needing as well.
Basically for me it's really weird that the British were designed as a mostly defensive and largely static, emplacement relying Army trying to take Caen while the PE having to defend against the invading American and British paratroopers are so... aggressive.
But I think that they did a great job for the American and Wehrmacht Armies for their respective campaigns.
Just my 2 cents on the matter, maybe someone will pick this up as a mod or something. |
+1 A lot of things are incredibly vague.
+2 on that one, and I don't know why but the USF and UKF changes look rather underwhelming compared to everything else for some reason. |
sold
Sadly the community dev team members don't think so lol. |
I was kinda making a joke while giving input for USF. USF needs more units to help them deal with every cheese strategy. Instead of redesigning the whole faction, we can give USF a sniper to counter mgs, echelon a time charged to counter bunkers, and arty to counter blobs and entrenched positions. I would also make a commander with mortars, at 0cps, for both OKW and brits. Some of these units should have been added non-doctrinally in the past. It would certainly make these factions more enjoyable and fun.
Agreed, basic tools such as team weapons are needed but I guess Relic is just working against logic along with most major developers nowadays sadly as it seems.
Even today I watched a video about BF3 comparing it to BF5 and Battlefront 2 2005 being compared to Battlefront 2 that released last year, and the superiority while maybe not in the game features and graphics the older games still were better overall, that's also my reason with CoH and CoH2, if it were up to me CoH would receive far less changes in order to be "playable" compared to CoH2. |
Just remaster CoH1 transferring over some of the features of CoH2 to improve QoL and call it a day.
This.
This so much it hurts.
Especially the redesign of the Brits with mobile team weapons.
Edit: And maybe like, Soviets and a mixed Italian-German Army in the place of the Ostheer?
I would just light to also be able to fight in Italy and the Eastern Front, that's all.
Africa, Pacific, Asia and the Winter War with Finland are just wayyy too early war to compete with the rest of the Armies. |
The British need fixing, something which I guess you haven't addressed sadly. |