I would love to see the Jagdpanther.
It would be an awesome doctrinal call in. |
Yes! More 4v4 maps! |
I hate to say this but, Relic will probably not spend any more time developing new units. Additionally how would these units be actually different from the current units. They would have to fill a void to be unique.
Some would only require different stats and skins like a Command version of the Tiger or an SS Tiger.
I'm sure some modders could help with doing the models, skins, and maybe even animations of any entirely new units. |
I'd like to see some of the factions get more selection in commanders and bulletins. Currently the Soviets have an absolutely massive selection of commanders and bulletins. Personally, I find the most useful bulletins are the ones that allow units to vet up 10% faster. OKW I think only has 2 bulletins that do this. Soviets have a bulletin for veterancy for almost every single unit they have including doctrinal units.
Some factions also have quite a tiny selection of commanders. There's still plenty of WW2 units and vehicles that could be put in the game that aren't in CoH2 or even units that were in CoH1 that could come to CoH2 like the Crab Sherman or the Wirbelwind.
Here's some ideas for axis:
- Command Tiger (or King Tiger). 15-17 CP to unlock. Not as good as Tiger Ace but definitely better than standard Tiger and buffs nearby units.
- Wirbelwind. Like the AA halftrack USF has but better armored like a tank. Not as much damage as the Ostwind but suppresses.
- V1 or V2 rockets
- There's all kinds of artillery pieces Germany used.
- Panzer 3
- Stug4
- JagdPanther
- Hetzer (not the flamethrower type)
- Waffen SS infantry
- Volksturm Infantry (Ostruppen for OKW)
- Knight's Cross of the Iron Cross elite infantry
- Me262 Bombing (they couldn't carry big payloads at all so the bombing would be weak but they are so fast AA either cannot shoot them down or they would have a very hard time doing so)
- Buildable Flak88 gun emplacements.
- Marder Open-Top TD's that can barrage like the Soviet version can.
- Barbed Wire Fields
- Concrete Bunker emplacements/Gun batteries
- Anti Tank Ditches
- Panzerfaust 100 or 120 (Doctrinal Pfaust upgrade that is more damage and longer range but costs more too)
- There's literally a ton of other stuff but this post would get too long.
An example commander for OKW would be a "Volksturm Doctrine" which would rely on civilian/young/old replacements and very late war weaponry.
0 CP - Volksturm. Cheap and plentiful like Ostruppen. 5 or 6 man squads. Can be upgraded with the STG44. Equipped with Panzerfausts. At Vet1 they can use standard hand grenades.
0 CP (but must be researched)- Panzerfaust 120. Longer Range and more powerful. Costs more to use.
4 CP Hetzer. Light but very fast tank destroyer. Excels at engaging light vehicles but can take on mediums or even heavies (only if shot from the rear) once vetted with penetration bonuses. Can be cloaked and move fast while cloaked when vetted. Can use smoke as well.
8 CP - Flak 88 gun emplacement. Primarily used as a stationary gun that is great at AT, decent at AI, and will engage aircraft. Must be defended though as it can be rushed by infantry. Has pretty long range for AT.
17 CP- SS King Tiger or Command King Tiger. Basically the Tiger Ace for OKW.
Allied examples of additional or doctrinal units/abilities:
- Crab Sherman for mine clearing and infantry decimation.
- Armored Platoon Commander. Basically allied command tank.
- Soviet IS3. They were extremely late war, but so was the Comet which only 20 or so saw action.
- OSS Operatives/Commandos
- Enigma Message Decode (not sure if USF has an ability like this already, but shows enemies on minimap)
- Soviet Replacements (basically really terrible infantry that is insanely cheap. Intended to be blobbed. One man in each 6 man squad would not have a weapon until 1 member of the squad dies)
- M18 Hellcat
- M3 Grant
- etc etc.
These are just some ideas. Will we ever see more commanders? |
The way Axis tanks are represented ingame is both a joke historically speaking and in terms of gameplay.
They cost sooooooo much, especially advanced mediums and heavies and are so terrible compared to allied tanks.
All the tanks other than the Tigers have one role - AT or AI only. They are slow. They are very expensive. Allied tanks on the other hand are cheap, fast, have multirole abilities (tulip rockets are insane, nades and WP, even Shermans can load HE rounds like EVERY single WW2 tank could, all allied tanks can crush very well).
The Panther and Tiger I are in most need of adjustment. |
-If you were getting hit from behind, then the high armor of PV and low pen of T3476 is irrelevant.
-PV DPS is not good, alternative, the high pen is irrelevant against low armor T76.
Exactly, and that's what T34's are good at. Swarming, getting to the sides and behind Axis tanks and wiping them out. |
He was responding to OP's claim that the M10 is ridiculously cheap, and pointing out that the cost is on par with the Stug G. OP probably wants all allies call-ins tied to tech but all Axis call-ins left alone.
Please add the 0 fuel Tiger Ace to your list. Nothing like this ever gets addressed unless someone like you says it is BS.
800 MP
17 CP
Only one, so once it's gone that's it.
The entire time it's active, all your resource income in hampered.
Yeah, it's a really good unit. But it's not godlike. |
Do not underestimate 4 (i've seen way more than that) T34/76's though. The other day a swarm of these took out my vet 2 and vet 1 Panthers with the loss of only 1 T34. They can be incredibly mobile and take a fair number of hits from a panther. |
Interesting arguements.
I do agree, that maybe if the cheaper and far, far more multi-role tanks like the comets were brought in the line the Panther wouldn't be so bad. I still would like to see a veteran unlocked or munititon-cost ability for Panthers to give it an anti-infantry ability or "escape" like the WP round.
I also agree the Tiger I is very lackluster. I'm not a big allied player but the IS2 also seems not that great for it's high cost and low speed. |
It's my opinion that for the very high cost of Panthers, either their performance against infantry or their cost be adjusted. Currently, it's a hard-skinned (but not that hard, until vetted) tank destroyer that has a rotating turret.
Both versions are worthless against infantry. By the time they hit the field, you will have halfway to fully vetted infantry running around and probably several AT guns/AT infantry.
For the OKW version, it costs nearly as much as an Ost Tiger. It's only 30 more fuel for the Tiger. A commonly comparable unit, the Comet (which I think costs less) is great for AT/AI. Axis forces already have tank destroyer units. Why is the Panther a dedicated tank destroyer?
Because of it's high cost, I think the Panther should retain it's AT power but also give it a boost in AI ability similar to the Panzer 4. OR, give it an ability unlocked by veterancy or by using Munis that good against infantry.
this will help bring it in line with other late game non-doc tanks that cost a lot of resources. |