Speaking of the Vickers K, why not give it to the Churchill Croc and AVRE as pintle points through vet as well?
Maybe even the Commander upgrade too, I believe both models support it. |
There were 44 ostwinds total and 101 pumas with 50mm cannon.
Those aren't vehicles that can shrug off 76mm and 90mm rounds.
Because the Jumbo could deflect 75s and 88s of the Germans at certain points. |
You can't even begin to imagine the screeching that would ensue if even a short barreled Jumbo suddenly appeared in US' stock roster.
As for indirect many of the lackluster commanders like Rifle Company would really pick up in attractiveness if they got some form of off map artillery to dislodge camping axis. Willy Pete in Rifle is really useless but if instead there was some off map barrage then it would definitely help the commander. Regardless RIFLE company should still give RIFLEMEN something more than just flares.
I'd love to see a Jumbo in the game but it wouldn't make sense for it to be stock because they only ever built around 250 of them lol.
Hell there were more King Tigers even. |
I agree with Olfin, having a distinct identity for each faction is important for the health of the game, rather than making things more and more homogeneous. Players should have a reason to feel excited about and attached to their faction, and having unique super heavy units is a good way to achieve this.
Supposed we add all OST units to OKW and vice versa. Do we have now more contents? No, we just have two bloated factions that are the same.
If a game can no longer be updated with new contents, then let us just focus on balance and be happy with how it has turned out, rather than screwing around too much with faction roster/design for the sake of new flavor.
Sure.
Let's just remove, hold up let me just get his list:
- Puma
- Panzer 4 Ausf. J (Should be H)
- Tiger
- Ostwind
- Panther
- 221
- 223
- LefH 18
- Pak 43
- Bunkers
From both factions and then we'll have completely unique factions with absolutely no overlap.
Now go have fun with 2 very barebone factions.
But wait while we're at it why stop here? Why not remove the Lend-Lease commanders from the Allies as well.
No M5 Halftrack, .50 cal, M3A1 Scout Car, M4C (Should be M4A2 but whatever) Sherman from the Soviets and the M10 as well as the M5 since they've already removed the mortar from the British as well.
Then we'll have completely unique factions with 100% absolutely no overlap whatsoever so we can all feel special and unique about our choices.
I'm guessing many people will be happy then when we remove content instead of adding more. |
Yes I said 223, but I meant 221 , I don't think Ostheer still has access to 221 and yes I agree with you and I know it is unavoidable ,it already happened multiple times, I would love to see OKW sniper in commanders for example, I am just saying why there is problems with this currently, but who knows 
Again, the 221 is an Ostheer vehicle, the 223 is a version of the 221 with a radio antenna but only for the OKW.
The Ostheer only has the 221 and 222, not access to the 223.
I know it's very confusing but that's how they went with naming them back in the 40s, for some reason.
Anyway, we're all aware of the problems but Relic hasn't made it easy on us sadly.
If they did the Japanese, Italians and so forth as well as allowing model editing and importing there's be less issues but alas we're stuck with 2 German Armies, one for each front, and 3 Allied ones with not a lot of new content to go around other than borrowing from each other at this point. |
I think 223 was an Ostheer unit then it was removed for Ostheer and replaced with 222, even before giving 223 to OKW (I may be wrong)
but anyway it is really not beautiful to see this units with only 1 skin.
Right now this units are shared between OKW and Ostheer.
- Puma
- Panzer 4 ausf
- Tiger(different variants)
- Ostwind
- Panzer 5
- Maybe 223? (I don't know if Ostheer still has it.)
- Lefh
- Pak 43
- Bunkers
- Maybe I forgot something
So, yes I agree with you that swapping units with new skins and maybe even with some different states will add something unique to both armies but eventually will make one unique army (German army) and only few reasons will remain to justify having two Germans faction (Maybe from the beginning it was better to make one German and Italian/Japanese faction), so as you see German factions already have 8/9 shared units unlike any other faction, that is why I am not a fan of swapping more units, and I know not everyone will agree with that.
Nope, the 223 is unique to the OKW because it only shows up in the Ardennes Assault campaign as an OKW unit.
But it's basis, the 221, is an Ostheer unit.
And there are many shared units between the 2 Armies simply because they're German, so it's really unavoidable unless you plan on making about 20 more models to make them "unique" which I don't think Relic will be willing to do.
Plus we've reached to the point where both the British and Soviets are using USF, and in the case of the Soviets in the future possibly, again British vehicles and weapons.
2 great examples being the British Lend-Lease Regiment and the Soviets receiving the .50 cal in their respective Lend-Lease commander this update.
So again, it's inevitable we get to this point because of the limited modding tools we have, there might even be a thing as "captured" vehicles and weapons at some point in the future as well like for example a Beutepanzer T-34 for Ostheer like I've seen so many people suggest before. |
I would agree if there is a real support for the game but it doesn't have this support.
Every exchange between units doesn't look right because it will make both factions less unique, even if u made some changes to the unit, I mean KT is one of the key units that make OKW unique, adding it to Ostheer or maybe adding a better version of it to Ostheer will only make OKW less unique and will make both factions more similar because as I said their is no big support and no new units will be added to differentiate the factions.
Until Relic re-enable model editing and importing sadly the exchange of units, not just for the Germans, with a new and fresh coat of paint is the only possible way to get more content right now.
Take the Tiger and 223 for the OKW as example, both are Ostheer units but with different skins and abilities as doctrinal units for the OKW and they each fulfill their own specific role adding something unique to both the Army and the game in general so that's a good thing if you ask me, and many other people as well. |
This means that if you have modified SGA, which you somehow managed to get working in CoH2 it removes (or breaks) key assigned to this SGA by relic. In other words, your SGA wont pass as an original one.
Well hard to say really. Because on the one hand, yes mod tools might interact wrong. But I at the same time, it depens on how mod tools are made.
If we look at how workshop in lets say Arma3 or Men of War made, then we will see that it allows multiple file dowload and unpacking as a part of one workshop item.
Most realistic case, is that CoH2 modding was build from the get go with the idea that ppl will be restricted moding wise, because if we look at how vCoH modding is made, all mods are requare separate .exes for them in order to load all mod SGAs into the game.
To put it simple, I doubt its even possible to have mods like Blitzcrieg or Easter Front in CoH2 and having them launch using in game custom game.
But at the same time clintside skins and mods werent locked, this is main problem. And that relic arent allow community dev team to provide assets for them to just upload into the game.
The problem with CoH is that the modding community is running off of 3rd party tools which aren't even up to date with the game's systems at this point.
Hence why the mods folders need to be in the same place and in the same exact structure as the vanilla game files or else it all breaks apart instead of them being packages that can just be loaded by a mod manager in the game like maps. And I know that because I'm currently trying to mod it as we speak.
But in general yes as you said it's how the workshop or modding aspect was designed for both games sadly, for whatever reason compared to Arma 3 and Men of War like you said where being able to turn the game into anything really and just completely overhaul it is what brings so many people to flock to them.
I also just realized that maybe the reason for the Commander preview being a beta is because the mod tools for CoH2 haven't been updated in a while now, probably a few patches and I've read that somewhere else as well. |
Ost is also the only army that can get mobile forward reinforcement by 5th minute and "regular" forward reinforcement pretty much as soon as they have 60 muni.
They don't have forward retreat point, because they don't need it, they have no problem staying ground if you actually utilize these options.
Because 1v1s and 2v2s are the only maps in the game and there are no large team maps where this would come in use or give the mobile post an actual purpose instead of just a gimmick. |
Id like if the foward observation post for 251 would camo infantry in its near vicinity. It should NOT give ambush damage, but work as way to regroup to reinforce near front and reward soft retreating when its used well.
I mean why not just give it a forward retreat at this point to actually make it useful?
Ost is the only Army without one right now anyway. |