buff the Bren Carrier to compensate.
I've always wondered what would happen if Bren Spam would return as a viable option. Last time it happened, it wasn't fun, considering I still have had nightmares about it. |
I don't understand, you wanted to change it so that troops can only fire at the side that the windows are occupied on. If you face an mg one way how does attacking from different sides of the building hurt the mg in your world?
If he wants realism, he can always call in a shell from Gustav, hopefully that should take care of an MG. |
#teamgustav16
On-topic: They have the best light vehicle, PAK copy-paste, best mainline infantry, very strong commanders and effective HMG (it can solo mg-42s with ease in a garrison fight).
If anything the AEC rush must go with arty cover.
wtf happened to ostheer having quality over quantity to win matches? The Quality isn't as good as the Brit's quality, and the quantity is still extremely laughable.
Edited Addition to Post
Glimpse of Hope For Ostheer:
If only elite troops was still elite troops. Then, and only then, would quality over quantity be possible, but relic hates veterancy hacks, because no counter-play involved/self-implemented cheats. |
I feel like Ostheer struggles the most due to the British being the allied Equivalent, except the Brits still exceed in most of the categories. |
I would increase the time it takes for teching to complete, kind of like how long it takes in the spearhead mod (mostly ostheer). |
OP and UP at the same time.
Costs more than panzergrenadiers yet performs fewer roles, given no AT and no pick up weapons, and limited entirely to using munitions abilities.
if you want a Knights-Cross-Holder-esque unit, I suggest a more original idea that uses similar concepts and abilities, not a straight up copy paste.
Or just make the unit Stormtroopers. You don't have to make up entirely different units for each commander. They make these sorts of mistakes in Total War.
I used the Panzer Grenadiers as a base for when I was adding stats, then I morphed it so that it would fit with the whole KCH concept. It grinds infantry up close, and has good vet levels. Once one model dies, it loses a lot more DPS than any other squad, so it needs to be managed properly in order for it to be used effectively. I tried not to copy & paste too much by not using stats from the coh1 version, but instead by trial and error. The fewer roles are to make it a more specialized unit, while giving it a clear, and obvious counter.
Faust heal and sprint on these 'KCH' (which is and always was a terrible name) is just just meh.
Any unit healing itself' especially something so potent as these troops could be is not a good idea imo. I know you argue the case that they are easily wiped when caught on their own but you have to factor in the idea that most of the time they will likely be leading a charge of other infantry whereby they are less likely to be singled out for damage.
I reckon they should have much more specialised abilities. No faust leaving them open to vehicles is fine. They need a downside. I'd replace it with an ability that allows them to singlehandedly destroy unmanned support weapons, I guess the Royal Engineer's destroy cover ability could be used for this and the UI art could be some dynamite or explosive charge stuffed in a MG barrel/ mortar tube etc etc
Sorry if I confused you in my post, but I removed fausts, and the healing is almost the same thing as a grenadier's health kit, except they use it on themselves instead of other squads (You pay every time you use it).
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I almost forgot about this old thread of mine, but It contains something that I consider not worth abandoning.
Bump. |
Generating new content for a video game is not that easy. All of your departments should work on the said content (Gameplay design dept., sound dept., 3D dept etc.) and it means they should stop working on what they've been working on and shift their effort on the new content. As far as I know, all of these "new contents" were created during the actual production time (Vanilla CoH2, WFA, AA, TBF) and the community dug them up from the game files. They just waited and delayed the release time as a marketing strategy (which is cool if done right, keeps people excited and everything).
All I'm saying is, it's not like "Hey guys let's add KCHs". There are a lot of consideration. I would love to see KCHs along with a lot more units (FlAK, Geschützwagen, Hummel, PzIII, Motor Cycle, Hotckiss, etc) but I think this is unlikely. Unless Relic decides to halt their production and dedicate some time and create a new DLC pack worth selling (with a lot of units).
Meh, if they have time to add DLC at all, I'm sure they'll have time for a new commander in the future. It's all about planning ahead.
Also, KCH was to replace the Tiger Tank, because you know, Tiger + Panzer IV Command Tank gets too many complaints for obvious reasons. |
I figured out how to get Cold-Tech/Blizzards, but when I launch the map I end up with a 'Fatal Scar Error'.
Any help is appreciated.
I used this code for the .SCAR file:
function OnInitID()
-- [[ Markers ]]
-- [[ Squad Groups ]]
-- [[ Entity Groups ]]
end
import("ScarUtil.scar")
import("Systems/BlizzardMulitplayer.scar")
function OnInit()
MP_BlizzardInit(
"data:art/scenarios/presets/atmosphere/dlc/mp_terek_lines_blizzard.aps", -- Blizzard atmosphere
"data:art/scenarios/presets/atmosphere/dlc/mp_terek_lines.aps", --Default atmosphere
nil, -- Start in Blizzard
nil, -- Blizzard Data
true, -- Use Speech
"data:art/scenarios/presets/atmosphere/dlc/mp_terek_lines_blizzard2.aps" --Blizzard out transition atmosphere
)
end
Scar_AddInit(OnInit)
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Once relic stops blobbing from being possible, the Panzerwerfer can be nerfed. |