AS area wasn't nerfed, actually it's DAMAGE was nerfed. I repeat: Nobody was satisfied with brits trading 325 muni for OKW truck (even when they were suck). Concept of uncounterable one-click denials for any kind of stuff is a dead end for strategy games.
AT snare and medkit on such powerful AI unit is an overkill.
In conclusion, main idea of the doctrine: terminators with best AI dps and AT snare , tiger and nuclear strike. All in one commander. Sounds as balanced as USF with Flamers/M1919/Rangers/Calliope/Pershing
Look, I understand it is your personal crusade to shut down my thread by repeating what you say 3+ times, but I'm going to have to ask you to stop. Seriously, one more repeat, and I will simply report for spam. But anyways, the panzerfaust is mainly used so that a vehicle cannot chase down a fragile unit like the KCH, and the medkit is the same thing as bringing them to a medical bunker. They still cost munitions like most other abilities. With you considering KCH as "terminators", I question your logic. I've actually tested them out through attribute editor, and found out how fragile they are. With you saying that this commander sounds as balanced as the USF with flamers/ m1919/ rangers/ calliope/ pershing, I start to question your sanity. Any more comments about the railway artillery will be happily accepted in it's separate thread which you can find next to the ability on the main post. Now either be reasonable, or do not come back to this thread.
Thank you, have a nice day.
~Kar |
If you want to give them the sniper model (it's an example just go to squad_loadout, select the epbs that you made. Then you go to that epbs and under animator (I think it's under model info? I forget) you select the model you want
The actual in-game visual model will look like how it is in coh1 with maybe better graphics (because why not). The rest of the model stats will be similar to those listed above this post. Tell me if I missed anything. |
this is exact description of Air Superiority. And yes,I can assume it is OP for the same reason why AS was OP. Nobody was satisfied with brits trading 325 muni for OKW truck (even when they were suck). Concept of uncounterable one-click denials for any kind of stuff is a dead end for strategy games
Air Superiority was Large damage over a large area. New Railway Artillery is Large damage (4000-600 Damage) in one small concentrated area, with light damage (79 Damage) on the outskirts.
_____________________________________________________________________________
In other news, I finally figured out the stats of the Knight's Cross Holders after awhile of experimenting with the attribute editor.
- 3 Man Squad
- Squad costs 400 manpower
- Model reinforcement cost is 90 manpower
- 90 Health Per Model
- Armed with STG-44s which deal 6.5 damage per bullet.
- Accuracy is 0.55 at long, 0.75 at medium, and 0.85 at close.
- Maximum range is 35
- Has 4 abilities: Sprint (5 Munitions), Medical Kit (15 Munition; Self Heal; Not the Grenadier medkit; Vet 1 Unlock), Panzerfaust (25 Munitions), and Assault (45 Munitions; Squad breaks suppression, and sprints up to have each model throw a grenade, very similar to 'Grenade Assault')
- Has 68% received suppression
- Has 68% received accuracy
- Vet 1: Unlocks Medical Kit
- Vet 2: -12% received accuracy & suppression (0.68*0.88=about 60%)
- Vet 3: +12% weapon accuracy (Far: 61.6% Medium: 84% and Close: 95.2%); -50% Ability Costs.
If I missed anything, please tell me.
|
Well, I just finished testing it with attribute editor. They are really good with support, but suck if you send them in on their own. They're easily wiped while suppressed, mostly because they have 3 men instead of 4. Of coarse I didn't have the models, so I had to live with 3 giant blue boxes walking around the map. |
Again. It will be either OP or UP. Without any excuses. Superexpensive superunit design was tried already. The reason why they don't exist - is in abusive tactics which rely on heavy use of expensive, but easy to control (due to small number of squads and overall effectiveness) units and abilities.
Again. One-shot building abilities were successively nerfed/reworked relatively soon after their introduction. Because "expensive and unforgiving" design is what lead game to devolution of tactic (see above)
Ugh, just please, you can't just assume it'll be overpowered until you try it for yourself. Now, please trust me that it won't be overpowered. Unless you want to call obersoldaten and rangers overpowered, then this shouldn't be a problem.
Plenty of time to avoid, plenty of time to prepare. 1 emplacement, or 1 random ambient building lost, but they lost 325 munitions. It will be a trade-off.
Now we can continue repeating this over, and over, and over again if you please. |
I didn't see updated OP, I thought you had knights cross holders replacing command P4, and tiger tank call in.
I legitimately support your overall concept, I wasn't being sarcastic or smug. This would bring back vCoH nostalgia which I'm for
If I replaced the command P4, I'd be going against one of the doctrine's purposes. |
I'm going to be experimenting with knight's cross holders in-game via the attribute editor. I'll post back when I'm done, and have some results. |
They sound like beefier versions of (spelling) Falimjager. I don't know, I think that giving Ost their own version of heavy cavalry commander might be bad for balance...
But it's a yes from me, you sold me. +2
I just realized it is the heavy cavalry commander, because the Pershing is as good as the Panzer IV Command Tank except no aura. |
Super units are actually against Wehrmacht design, Tiger tank breaks this rule however
As long as it's not a one-squad-army, it should fit in. If comparing it to units already into the game, I feel like it's a mixture of a grenadier squad, and an obersoldaten squad. |
I am always against an superexpensive super units, because they are nearly impossible to balance - they will either suck or punish almost everything (any infantry count as well) for little effort.
I guess, artillery that is able to destroy several full hp braced emplacements which cost mp and fuel would be nerfed before these two, if it ever existed.
Knight's Cross Holders should cost enough (400 MP, 85 MP Reinforce per model), and be limited enough (3 Man Squad) to not be an over-powered one squad army, but will need both AI and AT support to perform in their truly excellent form. That, in my opinion, fits in with how Wehrmacht-Ostheer has the best combined arms tactics in the game.
The red zone (4000 Damage), which is where emplacements are immediately destroyed, is small enough to fit only 1 emplacement, and the yellow zone (500 Damage) would only heavily damage the ones surrounding it, not completely destroying them. Depending on the units that you have on the field, the rest should be able to be repaired and recovered quickly, unless there is a battalion of enemy tanks waiting nearby.
|