Luftwaffe is considered by some to by the strongest doctrine. The emplacements are generally worthless, but Luft ground forces come out with advanced repair, which allows you to use your Pgrens for combat, and saves you the cost of researching advanced repair. Additionally their large squad size allows you to re-man team weapons without having increased squad sizes.
Falls with FG-42s are some of the best anti-infantry in the game, albeit without good grenades. Especially with offensive vet they can tear through rifles like it's nothing. Add that onto the ability to deploy on any building on the map and they are very useful at tearing apart infantry.
Finally Camo on Ketten is great for harass and for keeping your kettenkrads alive and worthwhile late game. Do not underestimate how good ketten camo is, squads have to be ridiculously close to discover them, so toggle it off to quickly drive far enough away then toggle it on to prevent the rifles from shooting it during the escape.
It's not always the right doctrine, but it can be very powerful, specifically having advanced repairs that early in the game at a low cost. |
One of my favorite things to do against SU-85s is to run a grenadier around the side of them, because they will target the infantry and start turning around to face them. Then you blitzkreig in a P4 and laugh. |
Agreed this is a great call. Then they should make Shocking Shock Troops to beat the Knights Cross Holders. Then they should make Knights with Knight's Crosses to beat the Shocking Shock Troops, and so on ad infinitum.
Get more armor, shocks are great, but they have literally no answer to anything more armored than the 222, and even the 222 can beat them at range. |
I feel like this would be too powerful with Grenadier spam.
Suggestions:
Volunteers:
Make them a 4 man squad. 5 men with Kar98s mean that they would beat conscripts in a 1v1 fight. With their additional abilities that is not balanced. Also 5 men is huge for remanning weapons, but it depends on how much reinforce cost is. Which I hope would be around 35 given its strong power.
Anti-Partisan techniques:
Grens with wire, mines and sandbags is a bit much. I can only imagine trying to break a north Langres pin when grens can plant mines and lay wire/green cover.
Also booby trap seems pretty pointless with the new capping system. People would just start capping by moving to the opposite end of the point, like vcoh, but with the circles it'd be much easier.
Prisoner Quotas:
Prisoner Quotas is a cool idea, but with 5 man squads and a halftrack it becomes a no brainer idea. Also it punishes Russians from extending at all, which would be the only way to counter a defensive german player. And with Grens with mines/wire/sandbags and extra mp income for camping building would be very popular with this doctrine. Also a free STUG is absurd at 4 cp. Like absurd absurd. Even the STUG E is 5 cp to call in. This ability would be more acceptable at 6 or 7 cp. Also it would be straight broken in team games where there are larger amount of casualties per fight.
T34:
Captured T34 is ok, but crew repair is a bit much. With Blitzkrieg the captured T34 would be much better than the normal T34, which I think is a bad design choice. The German T34 should cost more than the Russian T34 but be of equal value. This is due to the fact that it provides additional tactical value of having a second main battle tank for the Ostheer army. Maybe 320 mp and 100 fuel and have T70-esque self repair as vanilla ability, where it doesn't repair full, but can repair itself to some extent for 60 muni. Then T34 blitz for vet 1 which is normal blitzkreig, but the engine overheats after the ability is finished.
Not to crush your ideas, but you could literally go T1 all game with this doctrine and just use free paks, shreks, STUGs and T34s all game. It's a very cool doctrine from a flavor perspective, not very good in gameplay. |
It's called "Interrogation technique" and it's far better than "Radio Intercept". Problem is 75% of the German player base either forgets it exists or don't have enough skill (macro I guess) to use it frequently.
And it's attached to a 60 munition upgrade that's only effective on one unit, and the only free doctrine the G43 is in is Jaeger Infantry which isn't very good and is already a munitions heavy doctrine as is. I agree it's very good on Lightning War and Elite, but both of those are pay for doctrines that not everyone has. Right now almost everyone has Advanced Warfare.
My biggest perceived problems with Radio Intercept is that its early game potential and the fact that it reveals mine/bunker placement. Interrogation Training, while potent in its own right, has neither of problems. I agree that interrogation shouldn't reveal base buildings though, I think unit movements is strong enough as is. But that is another discussion for another thread. |
It won't make it useless. It just giving Ostheer an option to spam trash info to the "Maphacker", if the Soviet player is experienced enough, he will know which one is the true order, according to his army combination and Ostheer unit combination, but not brainless like now, OH SHIT, he got 251, I need to get AT nade and plant some mine at once.
Your suggestion to add trash info would just make the ability the same as basic game sense. I know if an Ost goes T2 chances are hes getting pgrens or a halftrack, if he can spam false info and it tells me:
Ostheer player building: 251
Ostheer player building: Pgren
I'm exactly in the same position as I was before if I didn't have the ability at all.
The only useful info that radio intercept would give me is when the German techs up tiers, which is slightly useful, but would take over tank traps spot as the least worthwhile ability.
And it would make the ability a noob trap, those who didn't know about the possibility to spam fake orders would be a distinct disadvantage to those that do. Or noobs that use the ability and don't realize they are getting fake orders would be equally as fucked. |
and wath is with the penetration? wath brings a higher penetration?
Penetration is the chance for a shell to do full damage to a tank based on the targets armor. You might notice some times when T34s shoot your tanks the shells only do about half damage. That is because the T34 does not have a very high penetration rate compared to P4 armor.
For Panzer and STUG vs T34 the penetration it's not a big deal since T34s have low armor, but STUGs can do more damage to heavy armor like KVs and IS2s, since they have higher penetration they have a better chance to get through the thicker armor.
But in 4v4s I would recommend P4s almost always, just because with so many tanks its easier for them to get flanked. Unless your teammates are going heavy tanks and you're sure you can keep your STUGs from being overwhelmed go P4. Once vetted Target Weak Point (the stun ability) is incredible against Soviet tanks of all types. |
Yeah I don't like this at all. It would make the ability pretty useless. All you would know is that the german is building a unit, which while somewhat useful doesn't provide much information. And it wouldn't be fun at all for either player, all it would be is a pointless apm dump for the german player just to get back onto even footing with the soviets. It's a cool idea for single player or ToW but for competitive multiplayer it just becomes a worthless ability for the soviet player and a hassle for the german.
I think the ability would be fine if it was moved to 1 cp and didn't show the location of bunkers/mines when they're built. The major problems with Intercept are knowing where tellers are (it's already possible to see where S mines are lolololol) and being able to push off and counter the first german engagement due to knowing the german unit comp/order. Intercept would still be good mid-late game for knowing when the 251 is gonna hit or which tank is coming out first which makes the ability still potent without making it too powerful or breaking core elements of CoH. |
After further use I can say it's situationally pretty good. The halftrack is great if you're going T1-T3 and your opponent went shocks to counter you.
If you think about it the LMG Mech group costs 520 and 40 fuel. Or the 250 halftrack costs 280 mp and 40 fuel.
The T2 building itself is 120 mp and 15 fuel, and the 251 halftrack is 120mp and 30 fuel. So including tech the 251 costs 240 mp and 45 fuel.
So if you only want an armored unit that can stand up to shocks, and you don't care about pgrens, paks or scout cars, the 250 is arguably a better choice than using your pios to retreat and build T2. And the LMG group has strong mid game options with spotting scopes, P4 command tank and the option for leFH.
The only major problem I have with the 250 is late game it has very little utility. It's basically completely relegated to driving off lone engi squads, suicide scouting or suicide attempts to force AT guns to displace late game given its inability to reinforce or be equipped with scopes. Still, as a early-mid game stopgap for T2 it seems pretty useful. |
They're supposed to be a huge mp drain if you keep making them throughout the game. That's why they have such a cheap initial cost. They're supposed to be used to harass the enemy or secure a flank, not replace your main infantry forces.
My main point is if they had lower reinforce cost, why would you ever field conscripts if you can call partisans in for cheaper initial and reinforce cost, same hp and armor, more damage if you're lucky with the weapons, being able to plant mines, and the ability to deploy behind enemy lines? |