I think more thought is needed before buffing doctrinal defensive abilities. Promoting camping and positional gameplay is undesirable, at least for me. Nothing against Pak43, I'm talking about new repair headquarters and repair bunker with ridiculous repair speeds. OST does not need more defensive buffs.
Small offtop, while mentioning headquarters: wishing for Urban defense to loose ability of buildings occupation.
From my experience in playing this series since 2006 I can tell you one thing.
It doesn't matter how powerful a defensive unit or thing is, if it's static it's already dead.
Mobility is the name of the game, if you don't have that then it's easily going to get nuked by an offmap once found out, that or rushed which will end with the same result.
Nice to see a civil discussion about history here unlike on the steam forums. Very informative on the Thompson as well. Thank you!
Thank you.
The Tommy gun/Chicago Typewriter is pretty much my favorite US weapon because of it's historical and cultural value.
Of course there are other weapons that were also well known in the gangster era as well like the BAR/Colt Monitor but nothing really comes close to the first versions of the Thompson with it's foregrip and drum magazine.
Hell even Churchill has a very popular picture holding one:
Read your own article, its original design concept was as an automatic rifle but the issues with the breech made .45 ACP a necessity as opposed to a full calibre rifle cartridge. A shotgun was also considered a "trench broom" so that designation doesn't necessarily imply SMG or whatever you were going for there.
I'm sorry my friend but there's a difference between what Thompson envisioned and what was designed in his weapon.
And you said it was designed as an automatic rifle, which while yes he envisioned as something firing the .30-06 like the Springfield, it proved to be something entirely different in the end in what was designed.
The Thompson was originally designed as an automatic rifle, it fires .45 ACP which is a fatter bullet with more stopping power than the average WWII SMG and it was considered both very reliable and highly accurate. Strong mid-range performance is not completely out of the realm of possibility.
An Automatic Rifle, firing pistol cartridges?
I'm not sure where you got your information from but it was always intended as a Submachinegun, something light and with enough firepower as well as high fire rate to clear a trench, hence it's first nickname, the "trench broom" during WW1 but it came too late to the party.
However there was an idea for a heavier BAR-type weapon with a longer barrel that fired a bigger round, bipod and bayonet even as you can see on this picture in the Model 1923:
"The Model 1923 was a heavy submachine gun introduced to potentially expand the Auto-Ordnance product line and was demonstrated for the U.S. Army.[64] It fired the more powerful .45 Remington–Thompson cartridge which fired a heavier 250 gr (0.57 oz; 16 g) bullet at muzzle velocities of about 1,450 ft/s (440 m/s) and energy about 1,170 ft⋅lb (1,590 J), with greater range than the .45 ACP. It introduced a horizontal forearm, improved inline stock for accuracy, 14 in (36 cm) barrel, bipod, and bayonet lug. The M1923 was intended to rival the M1918 Browning Automatic Rifle (BAR), with which the Army was already satisfied. The Army did not give the Model 1923 much consideration, so it was not adopted."
Edit: Here's a documentary video on it as well, interesting 40 something minute educational piece:
It was to provide smoke and occasional barrage mostly in 1v1 scenarios as originql 350 mp immobile mortar pit you needed to babysit made it impractical in that mode. Now that its much cheaper buy despite still being something you need to babysit, call in mortar is becoming somewhat redundant.
Instead of giving the Brits a mobile Mortar team and shoving the Mortar emplacement in the AER you mean last patch.
Yes and I guess even the new vickers k on the churchill or the upcoming mg on the stug e will have this issue, but the point is that these are only noticable if you zoom in on them.
Exactly, right now the trend is that all other factions got versatile forward reinforcement. In fact they even got buffs to them last patch (healing in M5 halftrack, command and medic bunker can be combined). Also, keep in mind that players would have to pay the full price for an another bg hq, taking fuel resources that could be spent on tanks (similarly to halftracks that also cost some fuel).
Well the problem is that some people are extremely nitpicky and acting like they play the game zoomed in all of the time with camera angled to look at the cartoon looking models and if everything isn't perfect they receive a brain aneurysm.
i like your ideas (and especially the fact that you HAVE some unlike the OP...)
i quite like the idea of the KT in theory, but it kinda feels like more homogenization between 2 already less distinct factions than at inception
a vet change from the neutered blitz could be nice on the tiger. your s-mine idea would be interesting, though i feel it gets so zoned out by TDs that a close quarters ability would be lost to obscurity....
i always thought something like tank fright or whatever the ability the brits from cohf had would be nice on a tiger, but instead of just proximity, also the cannon and maybe even machine guns. it would allow its presence to help the surrounding army in a way the captures ostheer and also keeps the spirit of the feared tiger intact and unique.
My s-mine launcher and your "tank shock" are both from there, as is the Tiger Ace self-repair ability and Panzer Tactician's smoke as well.
Other things are flank speed which is Blitzkrieg here, call in artillery barrage which is in the OKW Tank Commander, open and close commander hatch from where my "command mode" toggle ability is from, Load HE/AP rounds is already implemented in USF tanks.
Again as I already said plenty of options to look at, question is what people are willing to do exactly.
ive been mulling over the changes you proposed and while its clear you put all the thought you could muster into them, i just dont think it will make much difference on the way the tiger is used or its outcome. i feel like the balance team would waste as much time putting your carefully crafted solution into play as i feel i did reading your extensive list of proposed changes.
Well, for changes to the Tiger specifically or Tiger doctrines they could do an S-mine launcher ability when it reaches vet 1 or 2 that would act similar to the Sturmtiger one or more like the Tiger Ace one from the old CoH.
Alternatively there could be a Command Tiger that would be unique in the sense that it comes with with a Commander that can be toggled on and off and also be shot of course to give buffs to infantry or vehicles/tanks around it but at the cost of it's accuracy and reload times (due to all of the extra radios and the commander focusing more on commanding your Army rather than the tank). That or function similarly to the OKW tank commander.
And then there's the King Tiger would also be another unique replacement for the Tiger in certain doctrines, voices could be used from the regular Tiger and it fits, I've even tested it myself here:
The only question is what the community team are willing to change, that's all. Otherwise there's plenty of options and I'd probably need a whole day to list them all.