Alternately, both abilities could simply be passives that reduce reinforcement costs and/or increase reinforcement speeds. If the latter this might require being an active ability for Munitions, and it's honestly not that interesting.
I've been told that this is a bad idea because there is no counterplay, which is why Recoup Losses was removed as well iirc. The solution of presenting a physical squad at least theoretically allows you to counter or mitigate the ability by killing members of the reinforcement teams. |
I don't have anything in particular for Relief Infantry sadly. Adding merging to Osttruppen is possible, but I think that goes against overall faction design, as merge is Soviet's niche.
I had a proposal once that Rapid Conscription and Relief Infantry would grant 'reinforcement squads' that could not be reinforced, had crew weapons, and their only ability was Merge. The idea was they were strictly for field reinforcement, you would just merge them back into units until the squad was gone. That could still work for the Germans. |
I never realized this was the problem. I've seen machine guns, some more than others, burst down enemies on approach without suppressing them. It never clicked that it's because high DPS actually hinders suppression by forcing it to cease fire momentarily. |
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In addition to what was already said, the ability to keep multiple units moving, let alone keeping them all safe, requires an abundance of intense focus and quick thinking. |
Yeah I like this changes, I don't seriously object to anything here. Soviet teching really needs some help and the faction has the potential to be much stronger without buffing units just by allowing them to flow through the game more easily.
Remind me again why the Red Army of all factions is designed to struggle with manpower the most? If anything that should be OKW considering Germany's manpower situation in late '44... |
120mm mortar crews are 5 now to prevent 1 man mortar squad.
Strange, I wonder why they didn't just increase the minimum crew size to 2. Nevertheless that's a single example of a niche unit that already has an unusual characteristic (one-man artillery). |
Whats the crew number on the 120mm?
I assume 6, I don't see any reason it would be different from the rest of the faction design. I haven't used it in a long time because it's not that great for the price you pay. |
Relic GM 2:00
"We talk to the fans"
Sega should be slammed for softball questions. How can Relic talk to CoH fans when there is no CM?
Talk is cheap.
Not cheap enough for them to pay someone to do it  |
cant really take away the 6 man crew due to the unfixable deathloop unfortunately. not without dramatic changes that help offset that. one could maybe try 5 men and giving it a better rec acc, kinda the inverse of what they are trying with AT guns, but that might make things worse in the other direction
6 man crews are a feature of the Soviet faction. |