-knuckle crack-
T0
Ingenery (150 MP, 4 pop) - 4 men armed with a Vintovka Mosina obr. 1938 (M38 carbine). Can construct T1 through T4, and can build Maxim emplacements, sandbags, wire, and tanktraps.
T1
Conscripts (200 MP, 6 pop; no clue what they're called in Russian) - 6 men each with a Vintovka Mosina obr. 1891-30 (standard 1891/30 Mosin). Gain an additional man with each level of veterancy.
PM obr. 1910 (300 MP, 4 pop; It's a Maxim. What do you want?) 4 man crew. Gain the ability to fire type D heavy ball ammunition at vet 2 (higher damage, lower accuracy at medium and long range). Revised damage output model; ridiculous damage and suppression output at the expense of mobility; movement speed reduced to 2.
ugh. That's all I've got for tonight, I feel like shit...I'll finish this tomorrow(ish).
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Irregulars. Despite the name, they're useless on a regular basis. |
Why don't we, I don't know, change the resource system back to what it was in vCoH. HERPIN'DERP. |
It's a good steal if you're the Soviets. It's recrewed with six men, so if you cap it with Guards and then feed it with Cons, you basically have a Guards squad with a .50 attached for free.
That said, the .50 is, in terms of cost, the worst HMG in the game. You're better off getting a Rifleman or a pair of REs for their increased--God, I HATE this word now--utility. The .50 might hold up a squad for a certain time, but it certainly won't survive the game. It'll be a constant manpower drain, more so than a carefully microed Rifle squad. |
Reposted from a post I made on one of Dane's videos:
The thing is, I'm not convinced that it's the British that are coming. People are focusing on the avre file names and extensions...they seem to be forgetting that it was fired via a button ability, much like a certain other unit now found in CoH2 that fires via a '-poot-....BANG' principle...namely, one starting with 'Sturm' and ending in 'tiger'. In any event, a new German faction would be...questionable. Relic sort of screwed the pooch in giving the OKW all the cool toys, basically. Sure, we could add the Panzer.Division. „Hermann Göring“, but it's not like they were the best of the best by the time they had been reformed around the time of the Anzio landings. Yeah, they could deploy the first series of Jagdpanzer IVs with the L/48 gun, but really, people will complain that they're not as good as the OKW Jagd (which people seem to think is bad). Plus, Fallschirmpanzergrenadiere...yeah, no, that's a tad on the long winded side. The Panzer Lehr Division? Again, not elite by the time around Normandy. Yes, they got all the cool toys, but again, they were those men from training backgrounds sent to the front to plug gaps. One only needs to look at the Fallshirmjäger Lehr Abt.'s dismal performance in Italy to see that just because you have 'Lehr' in the name doesn't mean you're wolfing down schnitzel while kicking a dozen cowering G.I.s in the gut and smacking them over the head with your Panzergeneral's baton... |
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What about PAKs and Mortars? Do they get a new weapon too? Can't be done, Rather than a solution, this is wiping out the question. Weapon destruction is a part of this game, and should happen.
So just because the gun gets destroyed the entire heavily-armed support crew should just flee in panic? What then is your ingenious solution? Nurf dirty Soviet dogs? PTRS +5* scatter, damage to 20, cooldown to 3s, aim time to 2s? |
Bulletproof Commandos that have a free Romulan cloaking device on a 60s cooldown and that you can spawn basically anywhere you choose.
Oh, and FOO. We all love FOO. |
Change team weapon crews to simply disembark their team weapon when it's destroyed, rather than running home to mama or committing Sudoku. You can then manually retreat them and reinforce them with a full crew and a new gun (automatically reinforce since it's technically a squad entity).
Problem solved. Next.
EDIT: And yes, it's fking possible, I've coded this sh*t before, don't start your usual forum whining. |