I dont know if someone talked about it, but sometimes in late game i faced with the problem of excess units, whitch already played a role in current game (kubelwagen, M3, sdkfz250, trophy HMGs/mortars/ATguns and etc.). Thats unit spend your manpower all the time and if you have a limit than you need to lost it to the enemy. But we already have a nice ability in Ardennes Assaul campaing whitch recalling unnecessary units from the battlefield.
I think may be a good idea to add same ability to any CoH2 faction. With this you can recall units for fast and without givin exp. for your enemy.
I agreed, that this thing will be good change, which do not affect the balance (since you don‘t get resources you spent on unit, like it was in mechanized doctrine before)
-Figure what to do with UKF.
-Delay heavies.
-Hammer down some nails inconsistencies.
-Check if some more rework commander or abilities is possible.
-Perform a global check of xp values and veterancy.
Thanks for all the reports. I've added everything that's clear to the OP.
Is there any brackets for reports? I can‘t figure out, why issue with bugged soviet tech buildings on the list, and bugged sergant model is not?
At the same time, why non-responding lefh on coordinated fire ability is a bug, and non-responding western arty on same ability is not (when captured soviet weapons do responding to this ability)?
I can see why you did not include UI issues (despite all of them were around gamefiles fixes), but these two definetly should be reviewed. Same goes for some QoL issues, like spotting scopes issue.
1. Soviet sergant model is bugged when used as crew and doesn't have winter variant. Since visual bugs are here, i think this one should be fixed too. https://www.coh2.org/topic/100258/sergant-model-is-bugged
2. Spotting scope doesn'thave any indicator, when working
Ostheer Spotting scopes don't have any indicator when activated.
To prevent new issues with lack of text strings - portrait indicator required at least three variants
1. for 251
2. for 222
3. for other vehicles
Reason - different affect
Fittable icon - same as used for spotting scopes upgrade.
Also, it can get symbol above vehicle as addition. Fittable symbol used by OKW vehicles, when they got vet 4 (iirc panther and panzer IV J)
3. Incorrect icon for Ostheer hulldown (using icon from KV-1 for infantry ability).
4. Penals don't get neither PPSh-41 or munitions, when picking up the ammo crate. Wasted 90 Munitions before spoiled it. If they pick up two crates, they losing PTRS-41 upgrade at all.
This one i haven't seen since end of september, but i haven't used this doctrine a lot as well.
5. Conscripts, merged with airbourne guards running without weapon, or with SVT-40 (even when squad got pack with PPSh-41)
6. Some doctrines have wrong order of abilities
7. Guards firing positions using incorrect icon for indicator.
8. Tiger II combat blitz indicator doesn't have any text
9. KV-1 not diging in, like Ostheer vehicles. And because of that all sandbags are inside him
Brumbarr for comparison
4. If conscripts merged with Assault guards, they will have nothing insted of Thompsons
About coordinated fire for Ostheer. There is a thread about this ability, which mentioning issues with it:
They worked, but they weren't balanced. The problem with call-ins was that it punished you for teching. The entire reason they were tied to tech was to stop people from stalling for zero-tech/zero-build time tanks that were generally superior to standard tanks that you needed to invest to get. OKW Special Operations for example dominated the faction because the zero-tech instant Command Panther.
Please, re-read what i‘ve written. I am sure you misunderstood me.
I am not for call in without tech, i am for bringing all doctrine vehicles to the level of heavy tanks in the september patch (iow apply to them cp + tech requirements system)
Aside from the Puma situation, nobody is complaining about vehicles being built from tech structures. No need to change a system which everyone thinks that it absolutely works.
It's not "bad working pls fix" situation. It's more about standartsization of doctrine unit spawing mechanics. In different period of time diferent method were applied. All of them working, but on the other hand there is a mess with them. I am just asking to bring them to common standart and that's all.
A small issue with the US Mechanized Company, the M3 and Jeep share the same slot and therefor cannot become a call-in.
I agree on changing at least medium and heavy tanks to cp + tech. Light vehicles might not need tech requirements, but that should be evaluated per unit.
That's right, but mechanized is overloaded with units atm, definetly need some more tweaks. ANd heavies already have cp + tech requirements (except KV-1 and KV-8), as well as StuG E and M4A3(105).
Normalizing the mechanics would be good but some specialized unit could have different mechanics.
For instance Command vehicles could remain call ins and OKW call-in could become build-able from HQ to increase build orders.
What in my opinion could improve things would to make Super heavies built-able from HQ with long built time so that they can not instantly be replaced and so their arrival can become more consistent across factions.
From the start of CoH history, doctrinal units in majority situation were call-ins, and it should stay. IMO doctrinal units should not be buildable from base buildngs at all, only call-ins, it is essence part of doctrine system to open new units throw call-ins. CP requirements and additional tech lock, like was made with heavies in septembr patch, are more than enough.