With Ostheer I'd like to see the P4 replaced by the Luchs, buildable from T2 after battle phase 2. Ost already has plenty of tank options, the P4 doesn't seem to offer any additional strategic dimension. Moreover, their largest gap is in aggressive light vehicle play. Perhaps it might even be an idea of bundling radio silence into radio intercept. Together these would present a commander with a strong aggressive playstyle in mind. |
Most of the changes seem pretty good.
With Ostheer I'd like to see the P4 replaced by the Luchs, buildable from T2 after battle phase 2. Ost already has plenty of tank options, the P4 doesn't seem to offer any additional strategic dimension. Moreover, their largest gap is in aggressive light vehicle play. Perhaps it might even be an idea of bundling radio silence into radio intercept. Together these would present a commander with a strong aggressive playstyle in mind. |
Name: Forward Operations
Disclaimer: I can't remember off the top of my head the exact CPs for some of these abilities but they should be congruent with other commanders.
0 Cps - OKW AA Halftrack (note: available from T2 structure)
1 Cps - For the Fatherland.
2 Cps - Field defences
4 Cps - Sector Smoke
9 Cps - Rocket Barrage
Rational
First off, let me explain what some of these abilities are.
Field defences is basically a soviet style forward head quarters that you can upgrade ambient buildings with. Ideally this would have a resource cost akin to coh1 forward hqs and provide healing and reinforcement. Additionally this ability would grant access to the same bunkers that come with the Defensive Doctrine.
Sector smoke would basically be the smoke barrage that comes at the end of the breakthrough arty strike. Can be planted on either friendly, neutral or enemy territory, 50 munitions.
Now that that's out of the way, the aim of this doctrine is to somewhat mirror the Defensive Doctrine in Coh1 in a way that the Defensive Doctrine in Coh2 does not. FHQs and FTFL would be a classic combination, just like med bunkers and grens were in the first game. The AA HT would be a complement to this more passive playstyle. Sector smoke can stunt an enemy's assault temporarily and finally the rocket barrage can be used to ward off your opponent. |
It would be cool to see what people thought about my suggestions. |
Name - Logistics War
Disclaimer: I can't remember off the top of my head the exact CPs for some of these abilities but they should be congruent with other commanders.
0 Cps - Goliaths
2 Cps - Blitz Truck
3 Cps - Weapon Drop (Ostruppen Version with MG42 instead of MG34).
3 CPs - Explosive Ordnance (Regal mine and Booby trap combo)
7 Cps - Strafing Run
Rational
This doctrine is designed around support weapons and 'take and hold' gameplay. Like my Wehr suggestion, its also a little different.
First off, lets talk about the blitz truck. I think this is a cool unit and with bit of tuning it will see some more use. Ideally, its two variants, the resource harvester and the reinforcement version should be merged. There should only be one and it should do both. This has the benefit of giving OKW as close as we can get to caches without actually giving them caches. I'm pretty sure that would make a lot of people happy. It would also be nice if it was more nibble and could passive heal nearby squads. You could make this last requirement lock down dependent, giving base healing, but I think mobile is fine, so long as units don't heal in combat. This makes the blitz a genuine viable alternative to halftracks and serves as a dependable forward reinforcement platform.
With regards to strafes, I think this would be better if it came a little later and is slightly more expensive but had 2 planes. So often it is just shot down. Anyway.
This doctrine assumes both of the above. What you get from this doctrine which you don't get from others in OKW is enhanced field presence. The Opel blitz allows you to reinforce your troops on the frontline and stay on the battlefield. The supply drop gives you superior support weapons than you would normally get (The Pak40 alone will be reason enough for some to choose this Comm) allowing you to control areas of the map more easily. Regals, booby traps and goliaths all extend this philosophy by punishing your opponent when they try come back on the map. And finally, if all else fails, Strafing runs are the ultimate area lockdown. It also is conveniently thematic.
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Name: War of Movement
Disclaimer: I can't remember off the top of my head the exact CPs for some of these abilities but they should be congruent with other commanders.
0 Cps - Panzer 2 Luchs (Note: Buildable from T2 but requires battlephase 2 ie like the puma)
0 Cps - Radio Silence
2 Cps - Recon Overflight.
4 Cps - Emergency Repairs
9 Cps - 105 Howitzer Barrage
Rational
This doctrine is basically designed with aggressive vehicle play in mind. It also tries to be a bit different, none of the usual suspects like Tigers etc.
First off, the elephant in the room, the Luchs. Having this in a Wehr Doctrine would be incredibly popular, I'm surprised no one has suggested it already. It would give a compelling light vehicle alternative to Wehr and when combined with Emergency repairs, this would be a powerful combination for the midgame.
The next great combo would be Radio silence and recon overflight. Having recon of your opponent while denying information to them about your own forces would be pivotal in dives, which is this commander's preferred play style.
What I envisage is a strong luchs mid game followed up by multiple P4s playing fairly aggressively, either making dives using radio silence and recon or making risky plays, not worrying about the damage suffered too much as this can be repaired quickly using emergency repairs. The coup de grace would be the all in with multiple vehicles, recon, radio silence and an arty barrage on the AT guns. You could replace emergency repairs with HEAT shells if you really wanted to, but I prefer the former.
I feel like the above abilities complement each other nicely, are not over suggested or over used and offer a distinct play style.
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Most of the changes look great guys. Congrats.
With the Defensive Doctrine, would it not be better to bring back Hull Down instead of the Stug E and For The Fatherland instead of Osttruppen? Both suit the commander a lot more. Stug doesn't really fit and if you have Osttruppen then it overshadows the Osttruppen doctrine itself.
Some other changes you could make would be giving sandbags and barbed wire to Grens when you get that fortifications unlock. Its a small ability but would undoubtedly see a lot of use. Maybe even doubles bunker health? (Like the original defensive).
Finally, quickening the rate at which first shells fall for Sector Arty would be nice or just cheapening the ability generally would be great. |
The problem with switching on and off is that you still need some gold standard for automatch. If the feature is going to be active in automatch then most of the players will be forced to used just becouse they want ballanced matchups. If not, then barely anybody is going to use it and there is no point in implementing it.
Yeah that's a tough one alright. You would definitely want some classic unaltered Coh in automatch, the first thing that I thought would be to map it map dependent but Cold Tech tried something similar if i'm not mistaken.
I suppose it depends on how overwhelming the whole mechanic is. Cold Tech's problem was that it dramatically affected the game and there was nothing you could do about it. I purposely made it so that the impact was very minimal and that it was plenty of ways to counteract the effects. I really think it depends on how well it would be implemented, as let's say it was an instant hit like true sight, then everyone would want it.
I still don't think they would try it though because Cold Tech left too sour a taste in everyone's mouth. |
I consider myself a realist which I admit contains a chunk of pessimism, but still, we have proof that Relic failed before, and now has also failed with DoW 3, what exactly makes you think they won't fail a 3rd time?
I laughed at this because the cynic inside myself said 'cough DOW3 cough' |
what about simply taking the best from coh1 & coh2,
focus on balanced factions and maps.
Night time mechanics is indeed an interesting thing, but be realist even one second, RELIC can't do that.
Take a look at blizzard thing in coh2, so much time from Relic wasted on it for finally geting it removed when they could have used this time fixing some Hard bugs.
If relic ever make Coh3 one day, i hope that they understand how important it is to focus on doing simple thing right, instead of doing a shit lot of stuff broken (Take a look at DOW3 if you don't trust me).
If we're honest here we all just want CoH but with CoH 2's content and new features and Quality of Life changes like the minimap capture queuing and multiple squad reinforcing.
I agree with this. New ideas aside, I would definitely encourage Relic to perfect what they have done well rather than go crazy adding new features. I would even go as far to say as copy and paste US and Wehr from Coh1 and you'd make a lot of people happy.
Its just an idea I thought I'd put out there. I don't think they would try it because, while interesting, there's too much hate for anything remotely connected to Cold Tech for them to try it. Its too much of a 'risky commercial proposition'. Which is a shame because Cold Tech had the potential to be really interesting. They just implemented it really poorly. |