Alright. Thanks for the feedback all! I've taken a few ideas into account, and as such have produced a revised version:
Defensive Supprt Company(Revision 1)
0CP - Advanced Fortifications: Rear Echelon squads can build Reinforced Fighting Positions(like a normal fighting position with higher armour and/or health, and higher cost), and lay Anti-Infantry and Anti-Tank Minefields.
1 or 2CP - Defensive Positions: The old M1919 ability, but without the suppression and can only be de-activated out of combat.
3CP - Counter Attack: All infantry can decap faster and gain increased accuracy/ROF
9CP - Standing Barrage: The same as the Covering Artillery from the OP, just renamed.
11CP - Still the Sherman Jumbo.
Thanks to Vuther for the admittedly far better name for Covering Artillery, and BeefSurge for the ability suggestions on this one.
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Now, dont really take this too seriously. I'm not desperately pushing for this in the game, more just throwing ideas into the wind and seeing who throws back.
But, onto the main event.
Defensive Support Company: A Commander built around high defensive utility, mainly inspired by the more defensive fighting that occured in the Ardennes. Abilities designed around allowing the USF to hold territory they gain, and around units with high defensive might.
0CP - Rifle Field Defenses.
0CP(Or a fixed CP amount, whatever works) - M5 3 inch AT Gun: A more traditional AT Gun, with power comparable to the Pak 40, for a similar cost. Buildable from T1 with either Lieutenant or Captain unlocked.
4CP - Dig In! An ability for 70-100ish munitions that basically makes infantry harder to hit and more accurate in friendly territory.(Like the Dog Company ability from AA)
9CP - Covering Artillery: An artillery ability mainly based around breaking up incoming assaults. Essentially sets an overwatch area and bombards whatever enters it with 105mm artillery. To hit the units they need to be in sight, however.
11CP(ish) - M4A3E2 Sherman Jumbo: Churchill styled meat shield of a tank, armed with a 75mm cannon and with a 50 cal pintle mount upgrade.
Your thoughts on this would be nice!
Oh, and if this is in the wrong place, feel free to move it. |
Did someone call for Franzpanzer?  |
Having played both LoL and CS GO, I can heartily say that even with all it's salt, CoH 2 is so much better.
Unfortunately, toxicity is just a disturbingly common thing. Then again, it probably always has been. Internet just means more exposure. |
#believe #know
Good luck to the boys on the front for the USF All Stars. |
This mechanic is Quinn Duffy approved  |
I forgot the M10 was on speed in this game when I voted 
British usage of it should change it's role anyway. They used more as a mobile AT gun than a frontline tank killer. |
The only thing that annoys me is how capable it is at damaging vehicles. |
While it may not be the all around best, I do have a soft spot for Comets. They are excellent team weapon killers and their only real downside is lowish pen for their high cost.
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Soviets:
Shocks, PPSH, T34-85, IS-2, IL-2 Bombing Run
Ostheer:
Osttruppen, Panzer Tactician, P4 Command Tank, Stuka AT Strafe, Tiger
USF:
Rangers, M5 Halftrack, Recon Loiter, Easy 8s, CalliOP
OKW:
Thorough Salvage, MG34, Panzerfusiliers, Loliath, Cmd Panther
UKF:
Vanguard Glider, AT Sections, Arty Cover, M3 Supply HT, Croc |