Probably, I haven't thought as much about the DP-28 as I have the PPSh's, and honestly I don't prefer it since LMG's are already done by 2 of 5 factions. It just peeves me that the Soviet Army's portrayal is just so strange: all Conscripts and Convicts, very few SMG's or LMG's. The DP-28 is a pretty poor excuse for an LMG so I thought 1 probably wouldn't be too bad, but at the same time the Soviets are designed to suck at ranged combat, so it can have unpredictable consequences allowing them to use a ranged weapon. I still prefer the PPSh as a mainline upgrade because they would be the only faction to get an SMG on mainline, as opposed to LMG (OST, UKF) or AR (OKW, USF).
This post is kind of rambly but I'm very tired, sorry.
that or we can replace cons PPSH with cons SVT then replace 7 man with 6 ppsh for 60muni ... (3x ppsh sucks)
I have a couple ideas for it, another one was to have 3 branching mutually exclusive upgrades.
Regular Army: Add 1 DP-28 to every Conscript Squad
Shock Army: Add 2-3 PPSh to every Conscript Squad
Reserve Army: Add +1 model to every Conscript Squad
I have given a lot of thought on what to do with a PPSh squad (whether it is even compatible with this) or what would happen to the doctrinal PPSh, but I haven't ever set on anything solid. I just want to see more PPSh's (and DP-28's)
4. this one can be fixed in a number of ways... a penal AI upgrade with smoke or a commander rework to give elite infantry to most doctrines that dont have it etc...
Give a nondoctrinal PPSh squad with Conscript PPSh's or a new weaker PPSh if necessary. But I just say this because it still bugs me that the faction known for their heavy use of SMG's in real life actually has the lowest number of SMG's of all 5 factions (zero without doctine).
Weak early game map control(penals or T2 openings), reliance on map control over combat potential with con openings, bad scaling of cons through mid game, leading to almost mandatory reliance of crutch T-70 especially in 1v1, over reliance on TD due to stock med armor just not being competitive against P4s outside of very lucky RNG streaks or overextentions, heavy infantry mp bleed in mid game.
Also Conscripts still have only 1 item slot (all other mains have 2) and don't have any weapon upgrades. They're also the only non-Osttruppen/gun crew unit to have a target size higher than 1. Sometimes I feel like Relic is afraid of making Conscripts too powerful.
It'd be cool if unlocking the gun was an upgrade that limited the calliope's range. The T34 launcher disabled the 75mm gun but tank crews would field modify the installation to support firing the 75mm gun, at the cost of limiting the traverse of the gun and launcher.
Calliope is a cool unit regardless of coh1 and its unique. Furthermore it's in the game now so instead of bitching that it is we should find a way to make it work and be unique, imo that way should be a munitions cost as it allows the calliope to be strong as it will impact BAR distribution to leverage. Might see some fighting over a munitions point RNGesus willing.
The problem with requiring it to use munitions is when you don't have them, you have a fat ass tank sitting around doing absolutely nothing but occupying popcap and taxing manpower income. I'm against units that require resources to use for that reason.
Imo calliope shoulda been side grade for the regular Sherman and cost munitions to fire or some variation of this. Then you manage to get around the call in aspect, and have more metrics to balance it on while also keeping the commanders they are in thirsty. Tweaking health and cost alone isn't sufficient to have the unit unique and balanced for both players.
The Calliope should have been a rocket truck like every other faction, but Relic has a soft-spot for CoH1 nostalgia and now we have a rocket tank that nobody knows how to balance.
Early cold war (before big MBTs, ATGMs, etc.) in a fictional gone hot scenario would easily fit CoH's gameplay and the possibilities for factions (all NATO vs Warsaw Pact countries) are much bigger than WWII factions. The Wargame series were set in this setting and they were excellent games with faction variety going through the roof.
I made some notes for a Vietnam gone WW3 setting where USA/ARVN are at war with China/PAVN. I think it'd be great because the mixture of weaponry present in Vietnam is almost as interesting as World War II. You had Carbines like the M1/M2 and SKS, Battle Rifles like the M1 Garand and M14 and MAS-49, Assault Rifles like the Type-56/AKM and M16, and Submachine Guns were not irrelevant yet. The use of helicopters would add some interesting abilities like dropping off a squad or acting as a temporary reinforcement point, not to mention close-air-support that is more responsive than loitering airplanes.
US ARMY
U.S.G.I. - US Army riflemen, their superior marksmanship allows them to excel at ranged combat, but they can be overwhelmed by close range attacks. 5 men with M14 Battle Rifles, can upgrade to 3 M16 Assault Rifles.
Ability to throw M26 Fragmentation Grenade, and fire M72 LAW.
Notes: USGI are designed to be contrasted with PAVN Troops, using long range semi-automatic weapons as opposed to the rapid-fire assault rifles. Their upgrade to M16 rifles improves their firepower at all ranges and reflects the Army's attempts to catch up to their adversary.
PEOPLE'S ARMY OF VIETNAM (NORTH VIETNAM)
PAVN Troops - Low quality Infantry with high quality gear, inferior at long range but can overwhelm an enemy with superior firepower up close. 6 men with Type-56 Assault Rifles, can upgrade to 1 RPD Light Machine Gun.
Ability to throw Fragmentation Grenade, and use undetermined anti-tank projectile.
Notes: Same as mentioned above, but the addition of a magazine fed light machine gun (automatic rifle style profile) will improve their damage and allow them to hold their ground once the Americans get M16's.
ARMY OF THE REPUBLIC OF VIETNAM (SOUTH VIETNAM)
ARVN Riflemen - The backbone of South Vietnam, the ARVN Riflemen suffer from outdated equipment, but make up for it in availability. 5 men armed with four M1 Garands and one M1918 Automatic Rifle, can be upgraded to 4 M2 Carbines OR replace M1918 with M1919A6.
Ability to throw Mk II Fragmentation Grenade, Fire M72 LAW.
Notes: The ARVN are equipped with US war surplus from past conflicts, they're heavily contrasted by the more modern PAVN. The free stock BAR helps lesson the blow of casualties against superior firepower, and they can be reconfigured for aggressive or defensive tactics with their upgrades.
PEOPLE'S LIBERATION ARMY OF CHINA
Skirmish Troops (T1) - Light infantry tasked with probing enemy positions and holding captured territory. 6 men armed with Type 56 Semi-Auto Rifles (SKS)
Abilities to be determined. May have some 'retreat from suppression' ability to emphasize their probing role. Frontline Troops (T2) - Highly trained and devoted volunteers, these soldiers are best used to exploit gaps in enemy defences. 6 men armed with Type 56 Automatic Rifles.
Ability to throw Fragmentation Grenade.
Notes: The use of 2 stages of infantry is an interesting and unique concept, like Grenadiers and Panzergrenadiers or Conscripts and Shock Troops. The conceptual use is for Skirmish Troops to probe and engage the enemy while Frontline Troops take more aggressive actions. As the name suggests, Frontline Troops will become the predominant unit of the PLA by late-game.