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Register Time: 8 Feb 2016, 21:50 PM
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Residence: Canada
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- PakHowie cost is 2.5x times that a mortar. Help mee, it hurts!
Nerf it to level of mortar, but keep the price (Wonders why Pack never
used to be used previously).
- 120mm Mortar.Doctrinal AND costs more - It hurts! Nerf it! (?!!)
- OKW CMD Panther costs more than a T34/76. OF COURSE it ought to be stronger.
- SturmTiger costs more than Sherman 105. Of COURSE it ought to be stronger
With the many commander reworks that have happened, it seems like USF's Rifle Company has gotten gradually reduced in strength. This Company used to be way to strong and definitely OP, but now has been nerfed into obscurity. Additionally, it no longer fits its own theme. The upgrades it gives to Riflemen are marginal and are overshadowed by other, better Commanders. What follows is my proposal for a rework of the commander thats goal is to make Rifle Company relevant again, work thematically and also not become OP. All Commanders should be good, but none should be too good.
(0) CP - Rifleman Field Defenses.
Just like in the other Commanders. It fits thematically
with a Rifle Company that supports Rifleman play. Enough said.
(0) CP - M4A3(E8) "Easy Eight" Sherman Tank.
No changes. The Easy Eight is really the only reason to go for Rifle Company right now and it doesn't require any changes.
No Changes. Still a staple of the commander and is not too strong. Plus it is one of only two ways that USF can get a flamethrower.
(2) CP - Veteran Sergeant Upgrade.
New Ability that adds a Veteran Sergeant to a Riflemen Squad.
Cost 60 Munitions. Takes up one weapon slot.
Adds the Veteran Sergeant. Armed with an M1 Carbine with the stats of the Paratrooper M1 Carbine, he adds a small amount of firepower to the squad with his extra Carbine, but his strength lies in adding to the survivability to the squad with his extra model of health and the passive buffs he gives to the squad. The Sergeant grants a 5% reduction in received accuracy to the squad and a 10% buff to the rate the squad gains veterancy. He also grants the squad the Fire Up ability and the ability to launch flares. (This way you combine the previous two abilities into one commander spot, but then locks these two abilities behind an upgrade.) At Vet 3 the Veteran Sergeant allows the squad to heal while out of combat, just as Rangers and Paratroopers do.
The Sergeant himself should use a model that makes it easy to identify a squad that has the upgrade, just like how the 6th man in an Assault Grenadier uses the model of a PanzerGrenadier. I suggest that the model used should be a regular Rifleman model, but with the radio backpack of the Pathfinders added to him. I am not sure if this can be done, but I think it would be a good choice if it can be. If that cannot be done, then the model of the Lieutenant could be used, as it has no identifying insignia or drastic uniform differences that would identify him as not belonging to a regular infantry unit. (Pathfinders have Paratrooper uniforms, Rangers have Ranger insignia painted on their helmets, etc.) The unit icon should add Sergeant Chevrons above the crossed rifles. (Look up current US Marine Corps Sergeant Chevrons for a good idea of what this would look like.)
(6) CP - White Phosphorous Smoke Barrage
No changes.
Some might say that this would be too strong to have 6 man Riflemen, who are already pretty good, but by making this ability take up a weapon slot, you prevent a 6 man squad having double BARs. In fact, a double BAR squad will still have better firepower than a single BAR Veteran Sergeant
upgraded squad for the same cost in munitions. This allows for choices to be made in your upgrading decisions, where the Veteran Sergeant gives you better survivability, and the double BARs gives you better firepower. Thematically this works by reducing the number of BARs in each squad, which means more rifles per squad, hence Rifle Company (Not BAR Company Lol). It also allows the reuse of discarded voice lines from the old Veteran Riflemen ability where the announcer says something like "Veteran know-how can now better train our Riflemen." Honestly I think it's a good fit for the Commander that makes it more appealing to play, but doesn't suddenly make the commander too strong or game breaking.
Let me know what you think!
GL, HF.
I completely love it. I agree that it would put the accent more on riflemen.
Right now, I have no idea why it's called like that.
It could always do this. I remember doing troll builds of only Ostwinds back in 2015 in 1v1 for fun. They (3 to 4) could pretty easily fend off a T34 or 2 to 3. The point now is that you tested it in a vacuum where nothing else is added.
Wanna laugh? You can add the reload and suppression bulletin to the ostwind and give it even more insane performance lol.
I remember 6-8 Ostwind packs back in 2004.
Massive Ostwind blobs was def a thing in 4v4 COH1.
Bonus: Only... 40? Were built
Panther :
- It having weak AI is bad? Try Jackson's AI. It's worse! Lolol. SU85's AI?
- I do think it should have it's MGs improved, tho. 3x MGs ought to hurt.
- In-game Panther goes unrealistically fast in reverse esp w blitzkrieg.
Although, this is true of all tanks in COH (The Reverse). I like Spearhead tank speed best.
- Real-life Panther had 90' of AMAZING-BETTER-THAN-TIGER armor. COH has given it DOUBLE
the good armor coverage of real life (180' instead of 90') side and rear armor were weak.
It shouldn't have godly health. I'd be for lowering the health to 800? And weakening the
rear armor a bit more (although now, after last nerf, it feels kinda okay)(If it has double
the godly front armor, it ought to have even weaker rear armor to compensate, hm?)
So I'd go...
- Change blitz so it improves rate of fire, but not movement.
- Improve MG (Similar to T34, perhaps) - Keep weak AI on gun (No-HE-on-main-gun)
- Lower health to 800?
- Reduce Rear armor -33%? (But dependant on ratio of front armor)
I feel it's kinda in a good spot right now.
But : - MG too weak, - Health too high, - Speed (esp on reverse w blitz) is too high