If i look at some of the proposed change here... do you know that the unit would be a lot worse than the pre-patch JLI version who was NEVER USED???
I understand that changes are needed but they don't need to be so drastic. Just increase the cost to the former level of 300 MP, increase the cool down time as Joshua suggested because JLI should complement Volks and Sturms but not replace it. First strike bonus could be moved too (Pre-patch version didnt have it).
Problem solved.
Unit would be still really good but you would barely have more than two units in your roster which is fine.
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Thread: How would you like the JLI to be nerfed?15 Jan 2019, 15:44 PM
In: COH2 Balance |
Thread: New Commander Submission - Discuss14 Jan 2019, 13:03 PM
Your commander looks really promising, man. I especially like the Firefly command tank (i suggested a better PZIV command tank for OKW too). The only thing that you should consider is that the combination of 6 men units and the M1919 would be way too strong. Grens lose firepower if the unit gets 5 man in you case Rifles would WIN firepower. I would replace the veteran squad leader ability with something else. In: Lobby |
Thread: New Commander Submission - SOVIETS14 Jan 2019, 12:44 PM
Soviet Mass Assault doctrine Overwhelm your opponent with mass assaults of well-equipped conscripts, inspired by their commissar. Axis counter attacks will be immediately stopped by your mighty IS-2. Unit and Ability Roster: Slot 1: CP1: Off map smoke barrage (like the one in Heavy Cavalry) Slot 2: CP2: Soviet Commissar Slot 3: CP3: Conscript Assault Package Upgrade Slot 4: CP6: Rapid Conscription Slot 5: CP14: IS-2 Strategies and Rational This doctrine wants to encourage players to use conscripts instead of penals: The off-map smoke will help you against MG-42s, you also get a nice utility unit with the commissar who fits perfectly to a conscript build. Your can continue your mass assaults with cheap replacements and in the late game a heavy call-in will deliver the final blow. There is no soviet commander who combines the assault package with a heavy call-in yet, so this doctrine would deliver some new options. Are you ready to liberate Mother Russia with your conscripts? In: Lobby |
Thread: New Commander Submission - WEHRMACHT13 Jan 2019, 14:00 PM
Strategic Tank Reserve docrine First class intelligence let you prepare massive counter attacks with better equipped infantry and tanks Unit and Ability Roster UPDATED! Slot 1: Passiv: Elite PZIV J - Give the Wehrmacht access to the OKW version of the PZIV - Same veterancy like the Wehrmacht version - costs 150 fuel - can be upgraded with 1 of the following abilities: (decided by the mod team) - Tank Commander - Panzer Tactician - Veteran Tank Crew: Allows Emergency Repairs Slot 2: 0CP-Radio Intercept Slot 3: 2 CP: 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 - Pios get access to Satchels (NEW) - mutually exlusive with Flamethrower but not with Sweeper upgrade - would cost 50 mun Slot 4: 4 CP: Combined Arms Slot 5: 14CP - Tiger Ace , completly reworked (= Tiger I Commando Tank)) Rework idea is simple: The unit loses his instant vet but gets more abilities and upgrade options than the standard Tiger I. - unlocked at 14 CP - resource penalty removed - loses instant vet 3 veterancy - comes equipped with Panzer Commander and mark target as standard. - gets Aura Buff from PZIV Command Tank - Cost ~660MP and 250 FU - Upgrade option: - Veteran Tank Crew: Allows Emergency Repairs - Veterancy is the same as Ostheer's Tiger I but Vet 3 grants additional turret rotation +20% Strategies and Rational: This commander provides very good information about the enemy and as we all know "Knowledge is power". Based on this information you can adjust your building order. Extra training provides your infantry additional abilities which reflects the high training standard of the infantry in the most powerful divisions. Combined arms fits perfectly to a theme that is build around tanks and well trained inf. The better PZIV will make the Support Armor Corps more attractive which was in most games skipped by Wehrmacht players in the recent 2vs2 tournament to get a Brummbaer. Together with the reworked Tiger Ace - let's face it the current live version is not valuable and offers a stupid concept with instant vet- it will give you a formidable tank armada. The strong recon and armor aspect comes at a cost because you wont have any artillery ability or inf call- in. A nice benefit of the reworked Tiger Ace would be that Elite Troops would get more attractive too. Of course there could be other options for reworking the Tiger Ace, i just want lay the ground for a constructive discussion. Historical context Wehrmacht had excellent radio intelligence and in many cases these informations were so valuable that superior soviet forces could be stopped because the General Staff could direct reserves to the neuralgic front sectors. To have the option to react the General Staff always tried to hold back a "strategic / operational reserve" which consisted of well equipped tank or pzgren divisions. The doctrine would mirror the intelligence / recon work of the the General Staff and the tank reserve which was used as a "Frontfeuerwehr". Additional Context: special thanks to Stark and Osinyagov for providing feedback and advice. Are you ready to lead your tank tank reserve against the Allies? In: Lobby |
Thread: New Commander Submission - Discuss13 Jan 2019, 09:15 AM
I absolutely disagree, thx for your opinion though. In: Lobby |
Thread: New Commander Submission - Discuss13 Jan 2019, 08:51 AM
HI Guys, i would like to get some constructive feedback on possible upgrade options for Assgrens and veterancy changes to make the unit more viable. Upgrade option idea: - Unit can be upgraded with a flamethrower (costs 60 mun), upgrade unlocked after finishing battlephase 1 The flamethrower would fit thematically really good and would give the Wehrmacht more options for house cleaning. - Unit can be upgraded with 4 &Stg44 to make the unit more useful in the later stages of games, timing of the upgrade up to debate. If the Assgrens would get a proper upgrade cost increase would be justified (300 MP) Thx! In: Lobby |
Thread: New Commander Submission - OKW12 Jan 2019, 08:55 AM
OKW Kampfgruppe doctrine This new doctrice offers your infantry more fighting power and survivability and provides better AT options for OKW. Unit and Ability Roster UPDATED! 1. (PASSIVE) Ambush Camouflage - Sturmpioneers, Volksgrenadiers, HMGs and Obersoldaten can be upgraded with better camouflage, concealing them in cover and deep snow. - Unlocks at 1CP 2. Infiltration Tactics: Infantry who are kept out of combat for long periods of time will gain the ability to surprise assault, allowing them to use a special grenade ability. - unlocks at 3 CP 3. NEW: Panzer Jaeger Unit Panzerjäger Heavy Anti-Tank Infantry. - unlocks at 1 CP - 4 men squad with 2x Kar 98K and 2x AT rifles (Call-in unit). - Cost ~400MP. ~35MP to reinforce. - Can lay down Tellermines - can be upgraded with 2& Schreck after setting up your first truck for 100 mun 4. Sector Artillery - unlocks at 12 CP 5. Tiger I Ausf. E. - unlocks at 13 CP - Late war variant of Ostheer's Tiger. Same model. - Comes equiped with Panzer Tactician as standard. - Cost ~660MP and 240FU. - If Tiger I Ausf. E is on the field, the King Tiger can not be called in. - Veterancy 1-3 is the same as Ostheer Tiger I. Vet 4: turret rotation +20%. Vet 5: damage from 160 to 200. Strategies and Rationale Ambush Camouflage and Infiltration Tactic will provide a deadly synergy for players that likes ambushes; camo also will work very well with the new Panzer Jaeger squad! Sector arty gives you a heavy artillery option for area denial. The improved Tiger I mirrors OKW's faction design: Bigger, better but more expensive than the Wehrmacht's version! All in all you can combine infantry, arty and tanks with this doctrine - a true Kampfgruppe! Additional historical context Kampfgruppen were by definition task-organized for specific missions / situations and consisted of ad hoc combined arms formations. Kampfgruppen were often referred to by their commanding officer's name. Ambush Camouflage fits well to the late war German army who had to defend; because of the allied air and artillery superiority camouflage was an absolute necessity to survive, special Panzer Jaeger units were formed to stop Allied Tanks who broke through the german lines. Are you ready to lead your Kampfgruppe to glory? In: Lobby |
Thread: Another Axis Faction?10 Jan 2019, 15:04 PM
The Italian army would not offer enough for an independent faction but could offer very interesting supplement stuff to a mixed german / italian faction = Panzergruppe Afrika Keep also in mind that only 4 german divisions fought at and on the way to El Alamein but 190 divisions were deployed at the eastern front. That would mean for me that the majority of infantry should be from the italian army, tanks like the Fiant M13/40 and the Semovente 75/18 were at least for some periods valuable. The italian para divison "Folgore" fought exceptionally well and could also offer at least enough ideas for an own commander. I would like to see the mixed german-italian faction which would concentrate on mobility and early war stuff (early / midgame dominant)and the other axis faction (Heeresgruppe Süd) should have more mid/late war equipment. In: COH2 Gameplay |
Thread: Fallshirmjager usage8 Jan 2019, 19:41 PM
rangers, paras, shocks all dont have Camo nor snare. i think fallschirmjägers are in a fine spot and need no change at all. dont try to use them as a better version of folks or obers because theyre not meant to. LOL WOW DOES it? Last time i checked "Overwatch" had 5 abilities and not only 1 and "Elite Armor" has no JLI at all. JLI only need a higher cost - the last years nobody complained about them because nobody used them. They came way to late to have any meaningful impact. Is that proper design? Firestorm is trash compared to other commanders; yes, there are 2-3 useful abilities but none of them is outstanding enough to even compare the doctrine to the really good ones. In: COH2 Gameplay |
Thread: Fallshirmjager usage8 Jan 2019, 17:58 PM
Well, can anyone explain why a super expensive 4 men unit that needs tons of micro comes 1 CP later than super strong shocks? Just asking... Falls should be the heart and soul of the doctrine but they are not good enough / come to late... I would say Luftwaffe ground forces is better than "firestorm" but both docs should be a lot better considering that both got a revamp. Firestorm is so weak... This years OKWs commanders are way better designed. Imo Luftwaffe wouldn't need that much, better Falls would do wonders here, Valiant Assault, Airborne Attack and smoke are nice abilities. I would like to see falls come 1 cp earlier because they are clearly not on the same level like rangers / us paras. Make them a 5 men unit but change their weapons. And heavy fortifications should be replaced by a supply drop (Mortar 34 / pak40). Ground forces would immediately go from mediocre to really useful. In: COH2 Gameplay |
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