The ability can always be changed: for example, highlight the contours of the infantry for a few seconds in the fog of war, capturing a sapper - show all mines on the map (if possible)
About mortars - 50-mm mortars were returned to the army in 1943 due to the large number of urban battles - compact and light they helped destroy the enemy on the roofs of buildings. So "mortar shelling" will always be useful - to destroy a machine gun or other units in buildings or bunkers.
Some types of troops continued to use weapons that were no longer used, for example: the 37 mm shovel- mortar was canceled in 1942 but the Soviet paratroopers continued to use it until the end of the war — they needed any firepower. The same thing with the scouts - they continued to use 50-mm mortars: because they relied only on their own strength, the 50-mm mortar was lightweight, compact, easy to carry and they were not given a 82-mm mortar.
Wow, thanks for info. But again, interrogation don't give you any in-combat bonuses. Shadows of enemy soldiers useless, mine marks useless, i have minesweeper engeneers for that. Interrogation will be usefull, if cons\penals will do that after got weapon crate. But not for high cost elite infantry.
Mortars theme. Only if you don't want make from paras some kind of ost artillery officer, with smoke barrage, very cheap artillery mortar strike and smg's for close combat. Almost strict copy, need only 2 unique abilities instead of recall arty strikes and inspiring.
This game have very, very weak relation with historical facts. Better to keep visual and make gameplay than try to make historical accurate unit.
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Some ideas about improving:
With PPSH upgrade
1. Replace smoke nade on phosphorus (vet 1 ability). Remove share cooldown on grenades.
2. Replace Il-2 strafe to Il-2 smoke barrage, like OKW have.
3. Replace suppressive fire by tactic advantage or valley fire (like RE have) or "Suppressing Fire" (like paras with lmg have).
SU don't have any off-map smoke. At least will be one doctrine with it, even, if ability will be locked inside one unit with specific upgrade.
With DP-28 upgrade
1. Add button ability like guards have.
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I have already said that the Guards Paratroopers are not paratroopers: there are no parachutes, there is no ability to act behind enemy lines. Now they are just a Frontline scouts squad. And their current weapon upgrade corresponds to:
- a capture group armed with submachine guns. Ability - capture a prisoner for interrogation or reconnaissance behind enemy lines.
- cover group armed with machine guns and 50-mm mortars. Ability - mortar strike.
Historical links and facts are good, but we also need unit that will be playable. No one want another bad designed, dead unit without good abilities.
If look on yours suggestion, how it will be work? Interrogation give you the same stupid "map marks" hacks as g-43 for grens? Or what? You want something usefull from 3CP 380MP unit.
50 mm mortars have very, very restricted usage in RA, they didn't had any devices for aiming, had very weak effect, very big scatter and most time didn't use at all. All soldiers and commanders hates it and always had huge amount of 50 mm shells in storage, because no one likes use them.
Any good operation about capture enemy soldiers include artillery, sappers with minesweepers and scissors for barbwire and 2 groups of soldiers (1-st group for capture 2-nd group for cover) with high amount of automatic weapons and many grenades. If we want use historical facts.
But we are in game and we need playable unit.
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Shared CD is not a handicap of the Soviets, actually most units that have access to smoke grenade and and HE have them on shared cool down.
Unit like: Commandos, MP-40 VGs, Breakthrough PG all have their smoke grenades on Shared cool-down.
WP grenades that do damage are not shared CD and that goes for Assault IS also.
What about falls, obers, stormtroopers? I choose doc where i have one, very high cost squad of paratroopers (3 CP, 380MP only 10 MP less than glaider with 5 equiped commandos) without paradrop and with shared cooldown grenades...very funny.
Commandos have bundle nade and stealth, they already have equiped weapon and could equip brens. I don't mind if soviet paras will have stealth and bundle, but shared CD on grens.
Assault IS - mainline infantry with regular and smoke nades, close-range unit.
VG with MP-40 - mainline infantry, close-range unit, but with fausts and it's easy to drop smoke from one squad and then frag nade from other (how often you see 2 squad of soviet paras with such tactic??).
Only Pgrens could "suffer" from it.
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It's impossible to add some kind of "fasten" reload boost to grenades ability after it was throwed?
Like:
1. When you throwed any grenade, squad got 100%/200% or any other value to get almost insta reload for other grenade. I see it how 2 different "boosts". One from smoke nade to regular and other from regular to smoke.
2. This "boost" have cooldown after 1-st usage, equal to normal cooldown of grenade reload. Boost could be activated ONLY when both grenades already reloaded. It will prevent situation, when squad could throw grenades without any cooldown.
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My IMHO about this unit:
1. Paratroopers without paradrop, you can't drop them like falls behind enemy HMG and kill it. In fact they are 6 man partisans.
2. Only nades have synergy, suppressive fire deny ANY other abilities of squad from using (ability will off, if you try to use any other ability). I can't suppress enemy and throw grenade to him or call this "il2-strafe". This ability should be replaced by something usefull.
3. You can't use smoke nade and regular together. They have share cooldown. Really, i don't understand, why falls, obers, stormtroopers could throw any types of grenades without share cooldown while airborne don't? Even tommies with thompsons could use both types of grenades without cooldown. You could slow your enemy by phosphorus nade and catch him with regular/bundle.
4. Il-2 strafe very awkward ability - low damage, usefull only near to border of map. In center of map, it need too much time for action.
Some ideas about improving:
With PPSH upgrade
1. Replace smoke nade on phosphorus (vet 1 ability). Remove share cooldown on grenades.
2. Replace Il-2 strafe to Il-2 smoke barrage, like OKW have.
3. Replace suppressive fire by tactic advantage or valley fire (like RE have) or "Suppressing Fire" (like paras with lmg have).
SU don't have any off-map smoke. At least will be one doctrine with it, even, if ability will be locked inside one unit with specific upgrade.
With DP-28 upgrade
1. Add button ability like guards have.
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Aaw thanks for the explanation. I never knew ostheer has the fastest medium rush.
In fact, CODGUY is right. T-70 come at 9 minute of game, while 1-st p4 at 14 minute (you could get ostwind at 13 minute or stug at 12,5). Default fuel income in 1vs1 23 fuel per minute (when map equally divided between players). Soviets T4+T34 costs 90+90=180 fuel, t70 cost is 70 fuel. If you build t-70 you need wait 8 minutes, until you could get 1-st t-34. Without T-70, you could get t-34 right in time when 1-st p4 will arrive or little bit later (if you have at-nades and molotovs grades).
It's just question about standart builds. Current soviet meta - T-70. Without T-70 you could meet early t-34. |
1. Add system of quick messages like in Apex. Example: you can press Middle button of mouse on enemy unit and in chat will be pushed message "Enemy infantry/sniper/mg/ATG here" or "Enemy armor here". If you do it on ground "Carefull mine/demo here". You can do it in fog of war too, but must choose who hiding in that place from circle menu "Team weapons/ infantry/armor/arty"
2. Ability to draw lines of attack on mini-map like in actual battle plans. Like "I will attack here" "You will attack here". Adressat of message depends from pressed button.
3. You can use it on points as well: "I will get this point" "You should take this point"
4. Messages about droped weapons and armor as well. "Abandoned p4 here","Bar/bazooka here". |
Plant mines, they will stop puma and bleed falls. Falls 4 man squad, 1 mine always kill 2 mens. If you have shock use smoke grenades to deny they long-range dps. If you have guards or penals with ptrs, just don't push and secure your M5 or T-70 from Puma. Try to use sniper in early game, if you don't afraid high micro tasks.
Falls spam cruel and strong, especially with Daddy Faterland ability, but crucial thing to stop it - suppresion and AOE. Sneaky demo in bush could deal enough damage to demoralize blobber.
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Always plant mines, any vehicle will be helpfull, but you always should remember about their fausts and stealth. Falls like all elite infantry in game very costly for reinforce. In late use katy, scotch or centaur to bleed them. You could use sniper as well, but it very risky and hard-micro choice (but very strong if you play carefully). Soviet M5 quad could help to stop advancig blob.
In fact, if you play as soviets the most good doc gainst them the Counterattack commander with B4 and Mama Russia. You use Mama Russia and bleed falls. |