I'll just say that multiple rear echelon starts are better than people seem to be giving it credit for.
Also, all of these ideas have to keep upgunned RE performance in mind too. Make the REs too cheap or cost too little to reinforce, and they become hyper efficient weapon carriers.
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Post History of Jae For Jett
Thread: Rear Echeleons need reworking.2 Sep 2018, 00:29 AM
In: COH2 Balance |
Thread: Stormtrooper changes2 Sep 2018, 00:23 AM
Since they're based off of Brandenburgers (which made extensive use of captured weaponry), why not allow them to upgrade to captured weaponry like a 1x DP-28 or 2x PPsH? I also echo the self-healing medpacks idea. A fun idea, but that doesn't do anything to give them a role or reason to be built (though I guess being cool is a pretty big reason...). Also, I said it in a previous post, but they already get first aid kits on vet 1 just like nearly every other ostheer unit. In: COH2 Balance |
Thread: Stormtrooper changes2 Sep 2018, 00:19 AM
4 Kars vs 4 Stgs are pretty much the same DPS wise at long range, Stgs being a touch weaker, but at those ranges DPS is so low they are plinking at targets anyway. Hence PzGrens and Grens (w/o upgrade) are about equal at long range, but PzGrens are uneconomical for the purpose. At that point why even compare unupgraded grens. If the argument is that the squad would be preferable to a vanilla gren squad, then I think the point is lost already. 1x stg and 3x kars would make the unit awkward to use. You either sit at max range (stgs have half the dps of kars at max range, though they very quickly catch up to kars), at which point lmg grens or even vanilla grens would be better. Or you walk up to a unit and lose because you're stuck with 3x kars. Essentially they don't have the DPS to win long range or short range fights. So I'm assuming you didn't test the mp40s. Can't exactly blame anyone since absolutely no information was even really given regarding the mp40s, but after the most recent round of buffs, they have a higher dps than stens, and they were already roughly equivalent to shocks ppshs, so yeah. Any argument that directly or indirectly uses the idea that their mp40s suck in comparison to other smgs (except thompsons) should probably be rethought. In: COH2 Balance |
Thread: Stormtrooper changes1 Sep 2018, 19:19 PM
Decided to just make a general post that contains my responses to points people have raised (and because I don't quite know how to multiquote). Pgrens actually don't have smoke grenades. That change was tested on one of the balance previews but didn't make it through to live. Honestly, 1x stg and 3x kars would lead to a pretty weak unit; offensively weaker than vanilla grens probably. That's just not an option considering how much more they cost. Beyond that, "flavor" infantry (the kind that you only toss one of into your build) doesn't really work too well with a generalist profile unless they're really strong generalists - like falls. Even then, falls only work because they're so strong that they essentially function as OKW's mid game long range infantry. On a lot of Vipper's points, the answer is essentially #scope. That word isn't really tossed around in our discussions, obviously, but the restriction is still essentially there. We're allowed to touch 2 commanders from each faction and basically nothing else. Obviously Relic has made exceptions to that rule (mobi def, brit snares), but those things aren't really open discussions and stuff we can negotiate on, it's more that Relic decides when to put those changes on the board. Storms already have first aid kits at vet 1. For all the people remarking on 4 man close range squads not working, I point to commandos. Commandos were previously 4 men, and given that storms have MUCH better vet than commandos, vet 3 storms essentially catch up to current vet 3 commandos in durability. 4x AT rifles would probably function similarly. I guess it would be extremely reliable light AT as opposed to schrecks which can miss, but I think it would be a nerf to the squad in both AI and AT (depending on numbers of course). Personally, I dont think storms should have even had the panzerschreck upgrade to begin with, but thats besides the point. Edit (I usually edit without saying anything unless my post has already been seen): the doctrine we're reworking doesnt have an officer callin (unless I missed something). Second edit: aaaaaand i'm wrong about their not being an officer In: COH2 Balance |
Thread: Stormtrooper changes1 Sep 2018, 10:43 AM
Changing them to MP 40s was a terrible idea. Instead of overlapping with PzGrens, they now overlap with/basically the same as Assault Grenadiers and to a lesser extent, Pios. And they used to be just terribly expensive, slightly buffed Grenadiers with ambush camouflage built in. But then they still vastly underperform stock, and become more expensive pgrens. In fact, they would probably be worse than grens since you're mixing a mid range stg with long range rifles. Anyway, my understanding of the changes was that we were attempting to: 1. Make them not useless without an upgrade 2. Reduce overlap with other units (grenadiers and panzergrenadiers) I don't think your proposal helps with either of these and I don't think it even really changes them. Wirecutters would be cool, but also nearly useless; likely more useless than ostheer first aid kits. Finally, people keep saying the current iteration of storms overlaps with assault grenadiers, but I fail to understand how that's the case. They don't slot into builds the same way, and you're likely to use them entirely differently. Assault grenadiers are used either as a complete substitute for grenadiers to skip tech or as a one-off in the early game. You build them in the first minute or not at all. Storms are called in when your build and core infantry base is already established. This means that assault grenadiers have to frontline since theyll probably be accounting for a large part of your core fighting force, while storms don't have to shoehorned into situations since you already have grens to do the work. Beyond that, assault grenadiers aren't the ambushers that storms are - live or preview. In: COH2 Balance |
Thread: Stormtrooper changes1 Sep 2018, 10:30 AM
Stormtroopers are in a pretty odd position because no matter what weapons profile you give them, they'll always overlap with other units in OH's quite versatile unit roster. Give them Obersoldaten rifles and they'll just be like grenadiers, give them StG44s and they'll just be like Panzergrens, give them MP40s and they'll just be like Assgrens/arty officer, etc. I actually pitched something very similar to that (extreme utility/harrassment/infiltration capabilities with little combat power). The conclusion was that people wouldn't be open to that kind of change given storms' previous identity. Of course, if that conclusion was incorrect, then I think it's something we're open to exploring; however, I don't think such a direction would be chanced unless it was something a noticeable portion of the community supports. In: COH2 Balance |
Thread: Stormtrooper changes1 Sep 2018, 06:22 AM
A big reason why we chose stormtroopers instead of a mapwide aura (aside from how boring/uninteractive such abilities are) is because this also allows us to change storms for other doctrines. If storms spawn with g43s and can upgrade more, then the elite troops g43 upgrade will do nothing for them. Etherealdragon therefore suggested changing the g43 slot in elite troops for something else, but that's something we're not allowed to do since that doctrine wasn't selected. That basically takes away the possibility of stock upgrades that give them g43s. Demo charges are probably along the vein of booby traps already, and im honestly inclined to say that booby traps are more useful given the detection range on demos now. I'm not quite sure how well incendiaries would fit thematically, but it doesn't sad bad on principle. Casualty interrogation is something, but as you stated, it overlaps with the g43 upgrade and thats not quite something I see a workaround for. My honest take on the changes you suggested is that they cause conflict with other abilities without giving storms a reason to be built and a meaningful role. Perhaps if you could expand on what that role is and what kind of use case you'd like to hit with these changes it would help. In: COH2 Balance |
Thread: soo when can they fix the maxim deathloop?1 Sep 2018, 03:41 AM
They can't. In: COH2 Balance |
Thread: Feedback for Commander Revamppatch28 Aug 2018, 21:48 PM
People seem to be forgeting that these snares are going to be going onto what becomes a 5 man squad, which often carries PIATs. Snares and AT combo on the same durable unit is deadly. Also the notes said nothing about taking away the AT gun accuracy buff vs lights. If that stays WITH snares that's overkill. I brought up the same concerns. Ultimately though, I felt that there was no reason to not at least test this option. In: Lobby |
Thread: Feedback for Commander Revamppatch28 Aug 2018, 21:47 PM
Yup, it was the option I initially supported. Others put forth the argument that there wasn't a need to tie it to a sidegrade, and I'm inclined to agree at this point. In: Lobby |
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