Excuse my ignorance, but is replacing the weapon of the 221 hmg gunner with panzerbuschen taken from them panzergrenadiers campaign difficult?
The upgrade was tried in live and was not very successful since it was a rather big investment on a rather fragile unit.
Having to separate units available, imo provides more tools to better balance, separated roles and veterancy bonuses...but of course it is up to you... |
Due to reliance on strong infantry instead of support weapons and light vehicle play. |
Suomi perkele.
Could be interesting but Relic seem to be going more for the late war vibe, 1945 and onwards, so I'm not sure how they'd incorporate Finland in that time frame.
(My history knowledge is pretty non-existant).
Finns continued to fight until the end of the war, with different levels of intensity. The actually made a deal with Soviets and fought against the Germans during the last stages of the war.
It probably the only country that fought along with the Axis forces that was not occupied at the end of the war. (a part of it was actually occupied but was returned several year after the war) |
"Way too many people post random suggestions without even considering the effects it would have on global balance and other armies. "
If this comment includes "miragefla" who wrote OP, I personally feel it is rather unjust.
The fact that he has created a mod with these changes and tests regularly is proof enough that he does consider the effects on global balance...
Although I don't agree with all of the changes made in his mod, imo he deserves congratulation for the time and effort... |
Since the 222 thread is turning rather ugly my suggestion on what to try about the 222 are the following:
1)As already posted allow a upgrade with panzerbusche by replacing the hmg42 221 with the panzerbusche the panzer grenadiers use (campaign).
2) Reintroduce the 221 making them both available. The 221 can have a HMG with good penetration and act as cheap counter to M3 and bren carriers, have some AI capabilities, has bonus vs snipers and spot, keeps same veterancy bonuses and is recon vehicle.
The 222 can also be built (and not upgraded) a bit more expensive, maybe locked behind T3 research, has worse AI, less spotting but has better penetration and HP and it is able to help against more heavily armed vehicles like m20, T70, Stuart. It has an AT ability of some sort like stun of higher penetration and vet bonuses fit its role of a soft light vehicle counter...
Think these solution allows better tools to balance the unit out, than a straight up buff to 222... |
My suggestion for the 222 is this:
1)Leave it as it is to be able to counter light vehicle play.
2) allow to be upgraded with more dedicated AT weapon for resources (MU? manpower/FU?)maybe locked behind T3 research. Weapon upgrade would provide HP armor as needed.
Easiest solution the hmg turret with the hmg42 replaced by Panzebuch, a historically correct solution...
Other weapons where also used but the will need a model to be built like the 2.8cm AT gun... |
Seriously. Out of all the core soviet doctrinal units there is one unit that literally serves absolutely no role.
Although I agree that they could use a a completely different role and have suggested it in this thread:
http://www.coh2.org/topic/46927/penal-battalion-a-completely-different-approach
I have to point out that you analysis is flawed...
They have a role they are anti garrison troops that is why their kit has flamer and satchels...on the other hand molotovs are so very effective anti-garrison that what makes them unnecessary in most cases...(they can still blow up okw setup trucks)
Penals are 270mp, cost 160mp (a huge investment in the early game) for T1 and are barely better at conscripts.
They are basically slightly worse than conscripts at long range, way worse than conscripts at conscripts, and only better than them at close range. They have worse scaling than conscripts, despite being more expensive, they also cant throw AT nades, and their satchel cant even kill buildings.
That is incorrect they are vastly better than conscript close range (they even outDPS riflemen) and are smaller size...their vet bonuses are some of the highest accuracy bonuses than any other infantry....
They have the flamer, which is almost completely useless since engineers are cheaper and perform the role better.
that is incorrect also a 6 men flamer squad is much better than a 4 men, that has been established by the riflemen (5 men)flamers...
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since some people still have trouble...
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3-The point is, there's no need to adjust price, stats or popcap.
I have identified what imo opinion are the issues with current implementation of vehicles crews and suggested solution. If you do not agree with the issues I have raised fine, If you agree with the issue but do agree with the solutions feel free to suggest something of your own... |
And this is where my post "First of all, whenever you think of a suggestion, take into account the possibility of it been implemented on the game. Besides repair critical* it's too much hustle for little gain. "
You are asking for 2 new mechanics to be programmed, for a completely game redesign which goes against what Relic had in mind and set it for granted.
On top of that, you need to check for every single vehicle and test that it works.
Surviving vehicle destruction is already in game...when transporters get destroyed and they have passengers they take damage...
Auto repair is already in game...OKW have it, Soviets have it, UKf have it.
In the end of they if it is too much trouble, completely remove crews and adjust price or stats or pop cap if needed...
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