This bug seems to be related to the last patch and is affecting many maps. If you notice what the units are doing right before the bug starts it may help.
For example: Were the units just retreating?
Thank you for this info- my teammates and myself will keep an eye on this. |
HI guys,
my teammates and myself often get a a strange bug, always on the Oka river map. You cant give specific units orders and you dont see the unit menu anymore. Hotkeys are also not working.
Anyone else having this bug too?
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So today mod team will pick the most promising commanders right ?
Don#t think so. Users can submit until today. Would not expect a decision before monday /tuesday considering the fact that the team has to read a lot of concepts, some of them were updated. |
There is 1 small issue here. PanzerTactician is available in EliteTroops as a third slot so you can't equipt THIS version of a TigerAce with a smoke by default.
PS: maybe Command Tiger version would suit better. This current one doesn't have too many diffrence to a standart Tiger I if we remove panzer tactician
You're right. Did not think about "Elite Troops"! Aura Buff is a good idea because it would make the Tiger Ace more distinctive to the standard Tiger I. It would also justify why the Ace comes out later (14 CP instead of 13. I will update my concept later! |
Seeing tons of aircraft support in the suggestions for OKW. I thought OKW is supposed to be the late war axis army on the western front? Their aircraft power was a disaster, so I dont know if it would be very realistic.
Luftwaffe Ground Forces and Overwatch already have loiters, and that is already more than enough if you ask me. Otherwise OKW would turn into an Aircraft-heavy faction.
+1
That's what i have tought when i read some commander designs. I like the idea of OKW Panzerjäger doctrine but it should not include Close Air Support. The days when then Luftwaffe dominated the sky and could support attacking tanks were long over in 1944/45. |
I looked into Strategic Tank Reserve docrine
Generally speaking really like the idea of radio, p4j, and finally, long waited TigerAce ravamp. But two other abilities could be used diffrently. Not sure if my hothead ideas are correct though.
Well, your "hothead ideas" are exactly the kind of feedback i was hoping for! When i submitted the first version of the concept i felt good about the general theme and i liked exactly the ablities you mentioned too. What looked good on paper was the combination of radio and recon but if you say that there would not be need for this i will happily change it. Same with HEAT (Thanks for your clarification, Sander).
Removing "Recon" / HEAt opens up two more slots, so which abilities should be added?
Maybe you (and the other forum members) can help me to separate the good from the bad ideas, or use some of the abilities for your own wehrmacht design.
Ideas:
- "Intelligence experts": Early warning and Radio merged to 1 ability ( I love it but 2 ammo free abilities could be problematic)
- "Extra training":
- Pz Gren support package (same as the one in German infantry)
- Pioneer Support Package (would make pios to the wehrmacht's version of heavy sappers)
- faster repair time (same like heavy sappers)
- Pios can destroy cover
- mutually exlusive with Flamethrower but not with Sweeper upgrade)
- would cost 30 mun
- Combined Arms (from Heavy Cavalry)
- Urban Pz Gren Squad
- 5 men squad
- starts with 5&MP40
- can be upgraded with Flamethrower / and 1 STg44
- can not be upgraded with Schrecks
- costs 340 / 380 MP
- Flamethrower Upgrade for standard Pzgrens
- Upgrade option for tanks:
- Veteran Tank Crew
- costs 30 MP
- grants Self repair
I worked the whole friday / saturday afternoon on my concept but i could not bring the abilities together in a satisfying way.
One of the versions i though through looked this way.
- "Intelligence expertise"
- Extra training
- Combined arms
- PZIV J (OKW version)
- Tiger Ace (reworked)
After your feedback i like it more and more.
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So i would keep 1,2,3, replaced 4 with ammo heavy ability and as 5 i would add Tiger "E"
BTW. My current ostheer commander concept is basicly copy paste of your own idea of Grossdeutschland division. I really like it. I'll try to ajust it and add later on.
Thx for your feedback, i will update the design and work in the suggested changes. Cant wait to see your own version of the wehrmacht theme! |
Well, i came up with this idea becouse for me the number of 3 new units isn't so scary becouse they have quite high MP cost. Will be impossible to spam them or even use all of them at once. Player will have to pick if he wants sniper or infiltration paratroopers. Remember that Glider needs 2 CPs to be called. To that time you will have enough infantry units on the field so spam is hardly impossible.
Good example would be mechanize company where you have 2 units, WC51 and M5HT in 1 slot or buldozer and 76mm sherman in another. You have diversity but you don't use all of them in 1 game. Usually you pick of those two.
On the other hand i get your point. On balance point of view this 1 slot gives TON of work. Create the unit, balancing it, fixing bugs. So much to do and it's only one of five new commanders.
So I guess AT paratroopers could be removed.
Thx for feedback
NP!
Would appreciate it a lot if you could have a look at my OKW /Wehrmacht designs. Your expertise would be very welcome for the final update. |
I thought recently about stuka for ostheer
From the technical point of view do you guys think it's possible to make 251 HT upgradable into stuka zu fuzz like in vCoH1?
I assume it should also reset it vet system and block share vetterancy
Like your idea!
About your US Commander Concept:
SLOT 2 – GLIDER HQ – glider can be deployed on the friendly territory
• 2 CPs
• Can be used as a forward HQ – can reinforce nearbly units
• Forward Retreat Point available after Major is deployed on the field – free ability that allow to use major more offensivly but still has FRP.
• Medic station – for 50 ammo HQ can be upgraded with medic that heal nearbly units (works like Soviet HQ medics)
• Allow to produce:
o American sniper – 360 MP - 1 ranger (or pathfinder) model soldier that is a statisticly copy-paste of ostheer sniper. Vet1 ability – Binoculars/Scope – gain extra vision (works the same as SU85 recon ability)
o AT paratroopers team – 300 MP, 50 AMMO – paratrooper squad equipt with 2 pieces of more beffy bazookas (extra damage, penetration, accuracy more similar to panzershrek) – They can also lie m5 mines and detects vehicules. Vet1 ability – main gun disable (works like pak40, STUG III G stun ability).
o Infiltration airborn squad – 340 MP - stealthy 5 men paratroopers squad equipt mainly with thompsons (number depend from balance point of view) that can move in cammo, can use granade and smoke nade, plant demos and AI mines (like soviet AI mines).
The theme is really cool and would offer some nice options to USF but maybe you could have a look at the glider who offers too much imo: The combi of forward hq, retreat point, and 3! new units
is too strong. I mean the addition of the sniper alone would justify 1 slot, same for infiltration airbornes. I would suggest to reduce the number of units to 1 and give the glider healing / forward hq. Other option: Replace other slots with the new units.
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Critical kill was there, only the accuracy vs cover garrison has changed.
Youre right, my bad. I was the first strike bonus which was added. I edit my post, thx! |