Just wanted to share my thoughts about the German repairing.
The Axis Armies, for one reason or another, are handicapped in terms of repairing, only the OKW have repair pioneers on their Mech HQ truck but that's about it, oh and their Emergency Repairs from Elite Armored, apart of course from their engineer units being able to repair.
To that end, I think that the should Wehrmacht get a 4th Bunker upgrade like in CoH where they get repair pioneers spawn out of the bunker, or you can just combine the Command and Medic bunker into one, seeing as you made it a 200 ammo upgrade together with the forward retreat point.
While the OKW can get a mobile truck (Opel Blitz) or Halftrack (special sWS) that spawns repair pioneers when setup, got the idea from Europe at War, a mod for CoH.
Anyhow, I already stated my reason why I'm suggesting this, the Allies seem to have so much more options on how to repair, the USF is probably the best because of their vehicle crews but the Brits and Soviets still have lots of doctrine that allow them to repair quickly.
Inspiration comes from CoH, Europe at War like I said and a book I am currently reading, Tigers in the Mud by Otto Carius. There he often talks about how hard it was for them to actually recover damaged Tigers and drag them to their maintenance in the workshops in order to get them back in action, often having to drag the vehicles under fire and hooking them to the working Tigers.
The mobile pioneer truck actually comes from a more specific scenario of them taking a few welder guys with them from the shop to a Tiger that snapped it's track so they had to weld it under fire while the rest of the Tigers parked in front of them to provide cover.
Some really interesting and non-biased stuff there, definitely recommended for a read if you have the time.
So what do you think of the idea? I have yet to test your mod since the newest update so I'll do so now. |
I'd rather see the Tiger Ace and all of its balance problems replaced by a King Tiger.
You know now that you mention it and I think about it that's probably the reason why Relic did the same thing with the Tiger Ace in the first game as well.
Problem is that then the Wehrmacht isn't a 1943 based Army anymore, that is, it doesn't really fit in with their theme/time period. |
It's certainly still usable, especially in larger game modes.
Stun grenades deal way less damage but can still practically win you an engagement since it only has to hit one model to stun an entire squad. Definitely still a consideration for picking this doctrine.
G43s are definitely a handy and cheaper option instead of the MG42 on some maps. These along with the stun grenades can help you be more aggressive.
Smoke is always useful. It especially helps light vehicles stay alive after a risky push.
Stormtroopers are somewhat sub-par. In this doctrine they get G43s and the Panzerschreck's ability is pretty useful. Probably not why you would want to pick this doctrine.
The Tiger Ace is a difficult one to use. You burn a lot of resources to call it in and keep it. You'd pretty much just want to use it to try to win as fast as possible since it's already vet 3 and you should be near maxing your army at that CP. I'd say overall it's worth using but you should probably not rely on it for too long because of how bad your economy would be in the long run.
I can confirm that the Ace is something you want to get to literally end the match in 2 minutes or you will be badly out produced.
To be honest I'd rather it was put at like 20cp and they removed the resource penalty, and put a huge timer of like 2 minutes or something on it so you can't call it that fast back in instead of never.
I mean, Wittman wasn't the only Panzer Ace Germany had. |
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This is nice, but the designated command vehicle is in an odd spot or did you add it for the recon ability? And Relic sort of teased the British mortar already so that's probably going in the land matress' place.
Also, this commander got a name?
Maybe special Operations Regiment? |
Have you ever played an early game in vcoh? Rifles and kar98 volks standing on top of each other and not able to hit. The lethality was not low. It was cringeworthy.
I've been playing since 2006 and I have honestly never noticed that, with of course Rifles being better at close range whiles volks better at long range, I think it was the reverse with the PE and Brits. |
Yeah, the lethality is the point. Coh1 has always had too low lethality and it very good that relic decided to fix that with coh2. The problem is that in time, the lethality seemed to lower making the game less and less atractive. Lethality is one of the way of creating immersion as well, as soldiers not able to hit each other in a distance of 1 meter are a complete immersion breaker.
Do mind that lethality has nothing to do with actual ballance, but lots to do with percieved ballance, the one that makes people who play down there in the ladder still think they have something to say about actual ballance. That is becouse if lethality is high it is easy to say "Look at this unit. How strong it is. It is totally OP" and the more lethal units are the stronger is the bias of such players. That is how lethality drops over time, although in my opinion it is a bad thing.
As for abandon it is not really immersive, more like just an bit of a minigame to make the game more interesting overall. It might have too low of a probability at 5%, but it still does it job of turning the starcraft style of engagement when you always know the outcome, to coh style of engagement where what you mostly do is manage the risks and so you should always keep in mind that one additional shot may be needed to finish the engagement in case of unusual miss, deflection or abandon.
Low lethality? The 88 2 shot Shermans, and Stg Panzergrens destroyed infantry up close, of course longer range battles are gonna take a longer time. |
Hi there, my suggestion for the new "German infantry doctrine";
- Defensive fortifications ( give pve players a bit more love COH2!!)
- Tactical movement
- Mobile retreat point ( this is imo the essence of a proper infantry doctrine)
- Durable long range AT, like Hetzer or Jagdpanzer
- Stuka divebomber or stuka close air support.
This sounds good but it's more like a Defensive Infantry doctrine than just Infantry doctrine.
Tank traps combined with Entrenching tools and a retreat point for command bunkers really do sound like a great idea as a forward base sort of.
That gives me an idea for a 4th upgrade to the bunker for repair pioneers and the command bunker getting a retreat point as doctrinal things, you'd get something like the OKW. |
Are you talking about Elite n Windustry or you are talking about the CE commanders ? Collectors edition was a joke cause buying the game day 1 would give you the same benefits bar not getting the 2nd ToW DLC. Still vanilla commanders were good for 1v1 and it was mostly on teamgames were you could get an edge. I mean, Shock Rifle, Assault Support, Guard Motor, Elefant/ISU, etc. Perhaps ISU+Guards for Soviets. OH did have better alternatives with Spearhead and Joint Ops.
Hmmm i would argue UKF right now is in an even lower standard than the lowest state of any faction had been, cause at least certain factions were handicapped only by match up or mode.
Say USF is steamrolling on 1v1 against OH, you could still use OH on 2v2+ while at the same time USF was not as good as you keep adding players to the game. OKW was bonkers but kept in checked on 1v1, mostly to maxim spam.
Right now, i don't think you have much reason to play them on either 1v1 or 2v2+. If your opinion is that OKW had it bad anytime, think about what would happen if you made the OKW rework and you didn't gave them a lava nade and panzerfaust after removing the gimmickies.
Elite troops and windustry, Mech Assault and Counterattack, Osttruppen and whatever else Soviet commander, there were 3 ToW mission packs released and they added with them each 2 new commanders which makes 6, plus 2 community ones that suck plus the Elbe day ones which I don't remember if were OP plus 2 or 4 more like the Luftwaffe ones for the Ost.
So all in all they added around 10 or 12 more commanders, on top of the CE ones, for which I payed about a hundred bucks already, I mean sure I sold the CoH copies but still, that's around 80 bucks left that don't add up when they release more OP shit at a larger price at a later point.
You just feel backstabbed to have supported a company and out of the sudden there's something better and more expensive out there and you just feel like you wasted your money.
Thinking about it now I should have probably just skipped CoH2 and went for Rome II instead or waited for the Western Front Armies. At least CA didn't release pay to win shit and nerf it after a month. |
Brits certainly are terrible now, but almost every faction has had its time where the faction was unplayable trash and its time when the faction was ridiculously overpowered.
For example, OKW had its time when it was unplayable - 60 fuel mechanised and 70 or 75 fuel Luchs, while Penals had flamers, Rifles had double LMGs, Volks didn't have panzerfaust until 8mins in, and all Allied LVs were at least as strong as the current T70. P4s were also 150 fuel, had worse pen, and far worse scatter. Of course, Allied fanbois were happy with the free wins they got back in that era but conveniently wiped that period out of the coh2 history books now that OKW is strong again.
Funnily enough most of these players complaining now didn't make a sound when Brits had countless nonsensically OP units. Old Trenches, Terminator Tommies, Instant-wipe Centaur, Screen-wipe Land Mattress, Old Crocodile, UC that was immune to small arms fire, Mortar Pits that could be built in your base and could still cover the whole map, Crushwell, Comet which was basically Panther with AI capabilities, 240 dmg Firefly with uber Rockets.
Yeah definitely agreed that Brits suck now. I still play them and they're terrible. But it's better than having them being utterly cancerous. They're bound to get fixed eventually - it's just the cycle of coh2 life.
It's a pity Relic interprets "unique factions" as "lacking basic gameplay tools". Snares, mines, flamers, sandbags, and mobile light artillery are all essential gameplay tools and it's bewildering how denying them is supposed to make the game more fun and interesting.
The "old trenches" and mortar pit have been whined about since the very beginning, in the UKF Alpha it was sort of ok with the 4 shell types that could be toggled, post-release it was resilient but still, if the enemy is out of it's range that's about it, 400 manpower goes as far, same thing with static artillery.
As for the trenches, you had to pay 50 manpower for them and your teammates couldn't use them which was complete and utter nonsense so it wasn't just bad for the Axis, it was all around a badly designed feature.
Plus everybody had their 1 or 2 months of OP-ness, I pre-ordered the Collector's Edition of the game back in 2013 and after a month their released the first "premium commanders" which were 5 bucks a piece and OP as all hell, you had to buy them to stay relevant in terms of gameplay because no other commander could compete with them, and of course after a month they were nerfed when Relic got their money from them, so the later Armies being OP is nothing new, the problem is that the old things aren't being brought up to the new level, not the other way around.
Simple things like adding a 5th man upgrade for the Ost infantry at tier 4, repair bunker upgrade and a forward retreat point (for both Armies) would have helped out a lot back in the day to even out the playfield.
An example is a desktop rig, when you're upgrading it you upgrade all of it's components, if you just upgrade the Graphics Card and leave the CPU and there's a technological gap of 1/2 years + of course those old components are going to be a bottleneck, it's logical, too bad that few people know how to use that logic. |
How about ya'll put a sock in it as someone else said suggest some solutions that Relic will actually accept to fix the Brits, what happened happened and Mr. Smith is gone so there is no point in trying to find who to blame. |