Feedback - Commander Revamp

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  • #32
    6 months ago
    mrdjjag81mrdjjag81 Posts: 228
    edited August 2018

    The m7 have no reason to be available to Tommies, they already can be built sandbags and trenches and feel more like engineer unit. If Tommies need some sort of snare the heavy gammon bomb can be redesigned and NOT be model after the normal satchel charges.
    In addition since now UKF have normal snares one should rethink the rest of their snares and AT weapon like ATG accuracy bonus, tread break, sniper snare, heavy gammon bombs, tullips snare part.

    Litterly so tired of playing as brit and the enemy can run in freely with 222 or luchs in early game without have to worry about getting snared, kaiting around at guns until it gets decrewed.. Instead of relaying on teching, lucky placed mines or commander ability it is an ability that should had been there in the very first place. So, the best thing hat could happen giving brit snare to a core inf.

    This has been even wors in late game when heavy tanks chase down ur tanks without have to worry about getting snared, its about time this mindless rusch with tanks comes to an halt and requer a bit more tactic play.

    Suggestions:
    Start with a smaller change to AOE like 120% instead of of 200% and if any more firepower is needed move to vet.

    Its really terrible for the moment, and the only thing that can counter those lefh guns since brits lack of recon in general. See no reason why it should had been underperformed this badly since it already cost way more fuel than the counterpart.

    Valentine
    Changes intended to make this unit more potent in combat.
    Main gun damage from 80 to 120
    Population from 12 to 8
    Sexton Creeping Barrage no longer requires veterancy 1

    The combination of fighting abilities and the utility of radar is simply too much for this unit.
    Suggestions:
    Remove radar from the unit and balance the unit as light/medium tank with vet bonuses/abilities suit for the role.

    It cant shoot or move while in recon mood, so make no sense. Its tank u pay 80 fuel for that should be able to do something more than sit back and maphack like the half truck for 5 fuel. It could cost the same than if it was intended to do only that.

    Allow the radar as an upgrade to the vehicle similar to command vehicle that add penalties to fight capabilities of the vehicles and would be limited to one. This change will allow the vehicle to be balanced allot better.

    The radar ability should cost 50 mun for both okws half truck and the valentin tank and has a time limiter to 60, pretty much like the command vehicles recon ability. Just pure nonsens u should have a free radar scanning the area non stop so you see what the enemy doing. Its the worst thing in the game now

    Perimeter Overwatch
    Now launches an off-map mortar shell every 8 seconds and 25 pdr shells every 16 seconds at enemies in friendly sector. This applies on a sector-by-sector basis.

    This ability does not suit the commander, it should be swamped with "counter fire" ability available to advance emplacement commander that should not have that ability in the first place. Having the ability to make better emplacement and the ability to counter their natural counters with "counter fire" is very bad design and should be removed. On the other hand moving the ability in this commander will make solidify the commander an responce to enemy spamming artillery.

    I cant imagen this ability could even be usefull if you ever tryed it, hopefully it makes some sense now paying 250 mun on something. I think it need to be tested before making any statement here.

    TACTICAL SUPPORT
    Artillery Cover - Removed
    Swapped out for Churchill Crocodile

    Adding Croc to commander making it one of the most common abilities available to 3 commanders is not needed and not suited to the theme. It almost seem as if croc is put in the commander s it can enter scope, so that it can be balanaced which is a very bad approach. If a doctrinal unit is needed one can add a Sherman or M10 or Dozer.

    Agree, i rather see the AVRE tank to this one if they need to get rid of the Arty cover, its already usless now for 250 mun so its more than welcome swapping it away with an AVRE

    Just my opinon, thx

  • #33
    6 months ago
    PanzerFutzPanzerFutz Melbourne, OzPosts: 274

    @Xloss Barrage would be good but, the range would be limited to about half that of the ZiS-3. Bunker buster is too niche; not a very target-rich environment for the only faction that builds bunkers.

  • #34
    6 months ago

    I really like the new Community-Defence-Commander. Osttruppen + StuG E = <3

  • #35
    6 months ago

    @SomeguyfromIdaho написал:
    @LetzteJunker

    On the German Infantry doctrine what if they replaced the Field officers with Jeager light infantry package. For 105 Munitions(or 90 if Veteran Squad Leaders is reduced to 45) you would have a 5 man squad equipped 3 g43s with two open slots making them sorta like Panzerfusiliers for Ostheer.

    I don't believe that it is a good idea. We don't need another "Panzerfusiliers", we need doctrinally improved grenadiers. As well idea of LMG42 is better than triple G43 because squad will be more balanced since it cannot use so much firepower on the move.

  • #36
    6 months ago

    @Xloss написал:
    Kindly change StuG E vet Stun shot. Its really overlapping with Pak, Regular stug, and Elephant.
    Its not even a vehicle destroyer. What a weird vet for a Anti-Infantry tank.

    Maybe change it to bunker buster. That would be relevant to its role.
    or
    Barage like the Zis gun/su75

    Or M8scotts version without turret, but with better range?

  • #37
    6 months ago

    @PanzerFutz

    I wanted your thoughts on some adjustment ideas for the Veteran squad leaders.

    1) pioneers: adds an additional pioneer and adds munition salvage similar to OKW salvage but only gains munition

    2) Grenadier: adds additional gren with g43 and adds +10% accuracy -10% cooldown between shots while in cover

    3) panzergrenadier: add additional pgren and smoke grenades

  • #38
    6 months ago

    I actually like what was done to all of the commanders. I've tested them, and of course we always desire more, but considering it was only a commander revamp and only 2 commanders each were to be revamped and 1 new one added (these things that many people in the forums are seeming to forget thinking that this was a total COH2 overhall) this was a great touch to the game. We'll keep trying things out to see if there any issues. Thanks!

  • #39
    6 months ago
    PanzerFutzPanzerFutz Melbourne, OzPosts: 274

    @SomeguyfromIdaho Have you used the "All Units (170 Added)" mod? It's designed to remove the need for commanders by giving a player access to all the units available to a faction, with all upgrades and strikes attached. It takes some time getting used to it but, it's very fun to play.

    In the mod, the Wehrmacht faction has an Unteroffizier, which can be attached to any infantry unit. This improves accuracy and the veterancy rate (and possibly the cool-down rate) for the unit to which it is attached. I believe Veteran Squad Leaders is a cut-down version of this unit but, it really should apply to all four man units.

    I like the idea of giving units using VSL's additional abilities and yours sound pretty good. The grenadier upgrade is well suited to fighting from cover and the accuracy & cool-down buffs would make them very difficult to attack with infantry. The smoke for PG's also suits their role as assault troops.

    For Pioneers, the salvage option is one way to go and I always like getting free stuff from the enemy. However, another way to go is to make them better Engineers by giving them a buff, like the Heavy Engineer of the UK faction. Speeding up their repair rate is very handy when fixing damaged tanks and can also help with bunkers, just as it does for the British when repairing emplacements. It's hard to say which upgrade would be better but, I know that I would use the Heavy Engineer upgrade more often.

    If they expanded Veteran Squad Leaders to team weapons, I think it would be best to simply have the buffs without any upgrades. Having HMG's, mortars and AT guns fire quicker and more accurately is a big enough gain. Giving them special abilities would probably make them too powerful. [If they were to have special abilities, they might be: Suppressive Fire for HMG's, Flame rounds for mortars and HEAT rounds for AT guns.]

    I'll be playing the British and American revamps later today and then I'll know what I think about them.

  • #40
    6 months ago
    XlossXloss Posts: 235

    Its also about time that UKF got the snare(HEAT Grenade) what took you so long?

  • #41
    6 months ago
    XlossXloss Posts: 235

    Need Changes in Rifleman Rifle grenade snare. It just took too much time to fire which makes tanks escape easily.

  • #42
    6 months ago

    10.5 direct doesnt work to me. Cant select any type of unit or ground. This is pointless ability on vet 5 anyways. Lower the veterancy on ability or give it overwatch ability (overwatch doc.?) and lower the veterancy (vet 5 howitzer its soo rare)

  • #43
    6 months ago
    VipperVipper Posts: 3,709
    edited August 2018

    OKW
    ELITE ARMOUR
    Panzer Commander
    This upgrade has been adjusted to allow tanks to spot targets from further away. The Artillery Barrage has been modified to be arrive sooner and at a lower price.
    -Sight bonus from 6 to 10
    -Coordinated Barrage delay from 5 to 3
    -Coordinated Barrage cost from 120 to 80
    -Coordinated Barrage range from 35 to 40

    The first problem with this ability is that it CP8 so you can actually have units out not be able to to use the upgrade. Moving to CP 0-2 is an easy fix.
    Other suggestions:
    offer some more utility for the officer like some bonuses to the default abilities of the tank like Combat Blitz and Spearhead
    (KT)
    Are their model to make the ability available to other vehicles also?

    Emergency Repair
    Emergency Repairs has been altered to repair a reasonable chunk of health, allowing damaged tanks on the front to get back into the action more quickly.
    -Cost reduced from 50 to 40
    -Now restores 200 health over 10 seconds after a 5-second delay; previously it was 100
    -No longer reduces munition income when active

    Sturmtiger
    We have aimed to make this unit perform more consistently. The intention is an increased ability to punish dense unit concentrations, with less ability to wipe multiple units.
    -AOE radius from 8 to 14
    -AOE distance from 2/6/8 to 0.25/1.5/8
    -AOE damage from 1/1/0.3 to 1/0.25/0.075
    -Rocket suppresses all infantry within 18 meters of the blast

    Adding utility over lethality is a step in the right direction but suppression does not seem enough.
    Suggestions:
    Add a new critical to infantry "shell shock" units now suffer 0.90 accuracy (maybe 0.90 speed or/and abilities disabled) for at least 30 secs and untill fully healed. This critical is designed to reduce the effectiveness of the blob for a longer duration.
    Against vehicles the explosion could again apply criticals that require repairs like "driver/gunner injured" and other effects like "daze"

    Signal array
    could also see a small buff

    OVERWATCH
    Forward Receivers and Early Warning
    -Both abilities have been merged into one command slot
    -Renamed Early Warning Systems

    Forward receivers could get an active ability increasing the sight range of trucks and sectors for something like 30 secs.

    Jeager Light Infantry
    -Added to the doctrine.
    -Reinforce from 37 to 31
    -Camouflage is now available at Veterancy 0

    Suggestions:
    Lower Pop
    Lower reinforcement time (PGs also)
    Lower XP value, vet seems way too slow
    Give them default grenade (Blendkorper Grenade or a rifle grenade)
    I would also consider to add scatter to their default weapons (maybe replace K98 with normal g43)
    or
    an ST44 upgrade but that might increase the effectiveness of scoped G43 by allot
    Turn booby traps damage to incendiary DOT

    Sector Assault - Removed
    LeFH
    -LeFH added to the doctrine
    -Veterancy 1-3 now matches its Ostheer counterpart
    -Veterancy 4 reduces Counter Barrage reload time between shots by 60%
    -Veterancy 5 - Allows single fire direct shot up to 50m

    The LeFH seem out of place.
    LeFH suggestions:
    Vet 4 reduces numbers of counter barrage to half and CD to 0.75. This changes aims to allow LeFH engage more targets or be more effective vs mobile targets since apart from the initial shells the rest are usually ineffective.
    Vet 5 allows new type of rounds like, air-bust and/or incendiary or/and WP or/and flares

    Suggestions for abilities better suited for the commander:
    An ability similar to "sector artillery"

    A call-in IR truck. The IR has toggle ability that "overwachtes" an area and bombs it with off map mortars shell but constantly drains mu.

    A more interesting approach though better fitting for the theme imo would be to create synergy with the IR truck but would require more changes.
    Units can now upgrade with "Infrared StG44 package" from Special operation while Panthers also has a "Infrared package". Now instead of these weapons actually being better they simply have synergy with the IR truck. That could work in a number of ways. The IR truck gets an ability (maybe timed and/or cost munition) that stops the rotation of the spotlight. Now the IR beam could provide a number bonuses to units with "infrared equipped" weapons like increased accuracy and/or lower penalties when firing to targts in cover/garrison, the ability to fire while in smoke or/and against targets in smoke and so on.
    Alternatively and as a simpler solution one could add an aura to the IR HT that effects only units "infrared equipped" weapons

  • #44
    6 months ago

    Jeager Light Infantry
    -Added to the doctrine.
    -Reinforce from 37 to 31
    -Camouflage is now available at Veterancy 0

    **Suggestions:
    Lower Pop
    Lower reinforcement time (PGs also)
    Lower XP value, vet seems way too slow
    Give them default grenade (Blendkorper Grenade or a rifle grenade)
    I would also consider to add scatter to their default weapons (maybe replace K98 with normal g43)
    or
    an ST44 upgrade but that might increase the effectiveness of scoped G43 by allot
    Turn booby traps damage to incendiary DOT

    Agree on boosting exp rate and add some soft of granade/upg weapons

  • #45
    6 months ago
    VipperVipper Posts: 3,709
    edited August 2018

    WEHRMACHT
    GENERAL FACTION CHANGES
    234 Puma
    Trialing change where Puma now requires Battlephase 2 and is deployed from the Leichte Mechanized Kompanie

    Part of the issue of Puma is a commander design issue where both AI and AT vehicles are available in the same commander (a problem with other commanders also). That can be fixed by removing the command P4 from the commander.
    Unit seem to need a bit more far accuracy especially since it has low penetration
    In addition the gap between the on road of road bonus/penalties need to be reduced since they make the units performance inconstant and problematic once the map get crates

    DEFENSIVE DOCTRINE
    Hull Down - Removed

    Thematically the ability fits the commander, and see little reason to remove it.
    The problem with ability is that it is not good for all vehicles. The bonuses should be designed for individual vehicles.
    Suggestions:
    Rename ability to "static defence"
    For unturreted vehicles remove the sandbags keep the restriction to move but allow vehicles to rotate increasing rotation speed.
    Customise bonuses to individual vehicles, for instance ostwind could get suppression and penetration

    Tank Traps
    -Consolidated into Defensive Fortifications

    Suggestions:
    Increase time to build tank traps (all factions) increase HP (maybe reduce target size), change cover type to yellow.
    Allow certain units like assault engineers to dismantle them. Apply a speed penalty to non-engineer units building defences.

    Ostruppen
    -Added to the doctrine

    I see little reason for Osttruppen since they do not fit the commander thematically and make these commander share 2 abilities.
    Suggestions:
    The Lmg upgrade seems bad for unit, and the modifier for slot weapons unnecessarily complicated, a single penalty would be enough.
    Instead of the lmg the T4 or T3 building could offer an "infantry training ability" that upgraded Osttruppen removing all cover mechanisms and allowing them to perform as other infatries.
    Replace first aid kit ability with a new ability. That could be a version of "merge" that also heals something like 6 HP to targtes.

    StuG E
    This unit has been added, while receiving some moderate buffs to make it more potent and desirable in its role as an infantry support vehicle.
    -Added to the doctrine
    -Far AOE distance from 3 to 4
    -Projectile speed from 28 to 45

    Again the unit seem to have little place in the commander and is better suited for the "German Infantry" commander.
    Suggestions:
    Custom made vet bonuses/abilities to unit
    Replace vet 1 ability with an new ability toggle ability "direct fire". The ability allows the unit to fire directly shaped charge AT munition with low penetration and a low deflection damage mostly suited to defend from light vehicles
    Move mobility bonus to vet 2
    Replace armour bonus with target size/HP bonuses to keep able to survive the late game environment
    Introduce a bonus that increases projectile speed increasing the unit accuracy vs moving targets.
    Other:
    Increase the utility of the unit with bonus damage vs garrison/emplacements

    Sector Artillery
    -Now affects adjacent friendly sectors

    Maybe make the ability unable to be used in victory point but lower CP and mu, replace artillery shells with mortar shells (less penetration) and increase duration.

    GERMAN INFANTRY
    Tactical Movement – Removed
    Light Artillery – Removed

    Veteran Squad Leaders (New Ability)
    In keeping with the Infantry theme of the doctrine, the following ability has been created. This ability provides Wehrmacht line infantry with a five-man upgrade, adding increased front line durability, and in the case of grenadiers, increased potency. For Grenadiers specifically, this upgrade allows better performance than the MG42 upgrade in most situations.

    -Pioneers and Grenadiers can now be upgraded with veteran squad leaders, bolstering squad size to five men
    -Costs 30 munitions per squad for pioneers and 60 munitions per squad for Grenadiers
    -The Grenadier squad leader has a non-transferable G43. This upgrade locks out the MG43 upgrade
    -Requires 2 CPs

    This seems like a typical the "grass is greener on the other side" change that does not take into account faction design and end up in a no brainier choice between an lmg42 or g43 entity.
    Imo the ability would be better designed if:
    It was upgrade with a tech cost (150/20?). That would give the player the choice invest on infantry or go for vehicles.
    The upgrade would give to grenadiers and PGs the option to upgrade with 4+1 g43s increasing the squad size to 5.
    G43 profile was changed to be better at mid range changing the role of these unit to be more mid oriented for grenadiers and more far oriented for PGs compared to their unupgraded counter parts.

    Stormtroopers
    Stormtroopers have been added to the doctrine. Furthermore Stormtroopers have undergone a rework, to make them a more attractive choice across doctrines. This redesign intends to differentiate Stormtroopers from Panzergrenadiers, by moving them more towards a potent close-range unit, with strong disruption and ambush abilities.
    -Added to the doctrine
    -Now equipped with MP40s
    -StG Package removed
    -Panzerschreck Cost from 75 to 60
    -Decapture rate from 1 to 1.33

    Mod 1.2 changes
    -MP40 reload frequency from 4/5 to 6
    -MP40 reload from 2.8/3.5 to 2.8
    -MP40 near cooldown from 0.325 to 0.15

    -Can now place Booby Traps; similar to Jaegar Light Infantry
    -Tactical Assault avaliable; on cooldown upon being deployed.
    -G43 Package now grants 4 Panzergrenadier G43s; cost from 40 to 60. Disables Tactical Assault and locks out Panzerschreck.

    Again Stormtroopers seem to have little to do with an infantry doctrine and abilities like "valiant assault" "for the further land" "for mother Russia" seem better suited. These abilities could even cost fuel instead of mu so that the commander is not so much munition depended and the player has the choice to improve the performance of his infantry or build vehicles

    Suggestion for Stormtroopers:
    The MP40 change seem completely unnecessary since it simply promotes the infiltration cheese retreating wipe outs.
    Suggestions:
    Cost down to 300-320
    Unit spawns with 2 g43+2 K98 and can upgrade with 2 more g43 or 1 Panzerschreck
    Bunble grenade replaced with DOT grenade either incendiary or Blendkorper

    New abilities (not all of them) for the unit:
    Unit has wire cutters (fits thematically)
    Unit now has demolition charges similar to paratroopers (increases utility)
    Casualty Interrogation (ability removed from Jaeger Light Infantry) (fits thematically)
    Shue or Rigel mine (increases utility)

    Other changes:
    Vehicle Detection replace by an ability similar to "Hammer Tracking" (increases utility)
    Medkits vet 1 replaced either by a weaker version of "Tactical Assault"or by passive healing that allow unit to operate behind enemy lines.
    Camouflage replaced by "radio silence ability" hiding the unit in the mini map

  • #46
    6 months ago
    thedarkarmadillothedarkar… Posts: 5,626
    @vipper I like most of your assessments however I personally disagree with the FHQ building being too cheap relative to the OST one. Fuel is a bigger deal for pacing than munitions. Assuming there is no aura and instead just medics (maybe require them to be unlocked first) and reinforcement I don't see an issue. The nearest thing to it then would actually be an ambulance which costs significantly less (but does have a pop cap and mobility)

    Also I do like the idea of the FHQ aura being an active ability, as you pointed out the buff is potent when coupled with decent infantry that the Soviet initially lacked but it would need other buffs to make it worth the fuel- being an FRP would be an option but it would need something to not be overpriced and pale in effecincy to the cheaper healing bunker.
  • #47
    6 months ago
    VipperVipper Posts: 3,709
    edited September 2018

    @thedarkarmadillo said:
    @vipper I like most of your assessments however I personally disagree with the FHQ building being too cheap relative to the OST one. Fuel is a bigger deal for pacing than munitions. Assuming there is no aura and instead just medics (maybe require them to be unlocked first) and reinforcement I don't see an issue. The nearest thing to it then would actually be an ambulance which costs significantly less (but does have a pop cap and mobility)

    Thanks for reading and respond in such a long post.

    I am glad that you agree with most of my points and would be surprised if you agreed with all of them. Disagreeing is completely natural.

    Fuel does slow your pacing but munition have their issues.

    1) The are available later. Field HQ can build extremely early for soviets while accumulating 120 mu for Ostheer takes longer and leave them with out weapons. In other word I doubt that 2 duel bunker strategy works for Ostheer while it seems it would be quite viable for Soviets.

    2) Late game 20 fuel can easily be used for an HQ while 120 mu is more difficult to invest.

  • #48
    6 months ago
    > @Vipper said:
    > Thanks for reading and respond in such a long post.
    >
    > I am glad that you agree with most of my points and would be surprised if you agreed with all of them. Disagreeing is completely natural.
    >
    > Fuel does slow your pacing but munition have their issues.
    >
    > 1) The are available later. Field HQ can build extremely early for soviets while accumulating 120 mu for Ostheer takes longer and leave them with out weapons. In other word I doubt that 2 duel bunker strategy works for Ostheer while it seems it would be quite viable for Soviets.
    >
    > 2) Late game 20 fuel can easily be used for an HQ while 120 mu is more difficult to invest.

    the built FHQ requires 2 CP which is relatively delayed in itself, but i maintain that the fuel is sufficient to balance the ability, much more and it will become too much to even bother. it could be 200mu and it wouldnt matter because the soviet are refused the ability to spend munitions on ensuring their infantry can scale so it matters little, fuel however is the lifeblood of the game. if medics are required then 200mp (plus the 250mp from the upgrade) and 20 fuel is setback enough. at 200mp and 20 fuel without medics it would act as an immobile halftrack. i think requiring medics is key (plus provides some more value to the bloody medic upgrade...)

    at any rate its the MP i feel that restricts the spam more than anything, as soviet you are blessed with ~1 RA infantry across the board so while man for man they are easier to replace you ARE replacing them more often. 200mp is nearly a t34s worth of MP, for a soft retreat point. coupled with a commander that now has shock troops the bleed would be unreal...

    like i said, much more and it becomes unusable.
  • #49
    6 months ago

    Since DEFENSIVE DOCTRINE is receiving Ostruppen if been thinking about some changes for this unit.

    1. change slot weapon penalty to -50% accuracy out of cover (removing -25% accuracy in cover)
    2. Repalce LMG42 with DP-28s
    3. Battlephase 1 unlocks 1 DP-28 and Battlepahse 2 unlocks an additional DP-28
    4. DP-28 cost 20MU each

    In real life the Osttuppens were Romanian, Hungarian, Slovak Croatian, Bosniak soldiers. However, in game their unit model clearly shows they are P.O.A (Russian Liberation Army) so Russian fighting for the Germans so why not give them some Russian guns?

    On the Veteran Squad Leaders for GID I have some suggestions

    A: Unique Weapons

    1) VSL for Pioneer comes with an non-transferable lMG 28 (p) (captured Polish BARS) for increased DPS
    2) VSL for Grenadier comes with a non-transferable Stg-44 for a boost in DPS
    3) VSL for PanzerGrenadier comes a non-transferable g43 for a boost in DPS

    Option A is to lessen a weak point of a given Unit for example STG-44 for Grens makes so CQC engagements are more costly for your opponent tho victory is still likely.

    OR

    B: Boosted Manpower (changes VSL to Boosted Manpower)

    1) Becomes Global ability Similar to UKF were every squad gains one model unlocks after BP1 (Costs Manpower and Fuel)
    2) Gained model have the regular equipment for their squad
    3) Affects Pioneers, Grenadier, and PanzerGrenadier
    4) Grenadier can still Purchase LMG42

    Option B is the most boring one in my IMO, but is the most straight forward and easiest to balance

    OR

    C: Unique Ability

    1) VSL for Pioneer comes with Ability Munition salvage Similar to OKW but only gains munitions
    2) VSL for Grenadier comes Ability "Panzerfaust! Time to un-pimp his ride!" each squad member fires a Panzerfaust are selected target 5 in total or "Combat Experience" gains 10% increased accuracy and -10 Cool down between shots
    3) VSL for PanzerGrenadier comes with smoke grenades

    Option C is gives powerful abilities along with the boosted squad sizes to add new flavor for your squads

  • #50
    6 months ago
    VipperVipper Posts: 3,709

    @SomeguyfromIdaho said:
    Since DEFENSIVE DOCTRINE is receiving Ostruppen if been thinking about some changes for this unit.

    1. change slot weapon penalty to -50% accuracy out of cover (removing -25% accuracy in cover)
    2. Repalce LMG42 with DP-28s
    3. Battlephase 1 unlocks 1 DP-28 and Battlepahse 2 unlocks an additional DP-28
    4. DP-28 cost 20MU each

    ....
    The idea of lmg on 6 entities Ostruppen is bad and it should be scrapped. They could remain relevant with a weapon upgrade that removed the cover mechanism and with merge.

  • #51
    6 months ago
    VipperVipper Posts: 3,709

    @thedarkarmadillo said:
    it could be 200mu and it wouldnt matter because the soviet are refused the ability to spend munitions on ensuring their infantry can scale so it matters little, fuel however is the lifeblood of the game. if medics are required then 200mp (plus the 250mp from the upgrade) and 20 fuel is setback enough. at 200mp and 20 fuel without medics it would act as an immobile halftrack. i think requiring medics is key (plus provides some more value to the bloody medic upgrade...)

    I did not disagree with the having to buy medics I simply pointed at that in its current form it is too cheap.

    coupled with a commander that now has shock troops the bleed would be unreal...

    And that is one of the reason I disagree with buffing the mid DPS of shocks troops. The problem with Shock had more to with bleed than with damage.

  • #52
    6 months ago
    PanzerFutzPanzerFutz Melbourne, OzPosts: 274

    @SomeguyfromIdaho Your idea about the captured Polish BAR's is interesting and stimulated me to read up on it. Another unique weapon that might be considered is the MG-26 - it was a Czech Bren gun chambered for standard German ammunition (Mauser 7.92 x 57). It could be added by using the British model of the gun because, the firing characteristics were essentially the same (just as the BAR could be added using the American model). It's not a fire-on-the-move weapon like the BAR but, it would give any unit using it a lot more defensive punch.

    Both of these weapons had the advantage of using standard German ammunition. The DP-27/28 relied on captured Soviet stocks of ammo, which would have limited its use. Perhaps the MG-26 might be used by the Osttruppen instead.

    As for Veteran Squad Leaders, I'll take one of everything, thanks. A global upgrade bringing special weapons and abilities sounds good to me. It's only one commander and none of the upgrades are particularly over-powerful, except the 5 panzerfaust idea (they got rid of the group-firing from COH1 for a reason). For the grenadiers, I'd rather see an either-or option: five men with either an LMG and standard Mausers or a G43 and scoped Mausers - not the half-arsed version they're offering at the moment where you can't get the extra man if you go for the LMG. But that's just my opinion.

  • #53
    6 months ago
    ComradComrad Posts: 116
    edited September 2018

    I believe, NKVD commander need to give the Ambulance Car as a basic ability or Commissar ability. This would greatly diversify the game and would make it possible to find great solutions for to heal and replenish infantry.

  • #54
    6 months ago
    Lnk003Lnk003 Posts: 404
    edited September 2018

    URBAN DEFENSE TACTICS:
    Love the change to shocks, forward assembly makes the commander less map dependant but minor complaign on that please change the model for the foward assembly to the medical field hospital if possible.
    ARMOUR COMPANY: Love the 5man assault engineers; still hope you will change the thompson vehicule crews upgrade (i think it won't ever really worth it)

    Anyway great to see this game get support after all those years

  • #55
    6 months ago
    Andy_REAndy_RE Posts: 237 admin

    Hey guys,

    Mod 1.3 is now live, and you can view all the latest changes at the bottom of this page.

    Keep the feedback coming!

    Andy

  • #56
    6 months ago
    Like the assauly engineers getting 5 men by default. Might wanna increase cost to 300. They are as good as sturms now I say
  • #57
    6 months ago

    I since 1.3 released played around with the new CAVRIFLES unit which are amazing, but I think are a little to strong so here some Suggestions

    1) reduce Manpower cost from 340mp to 300
    2)make Thompsons a purchasable upgrade

    Starting with 2xThompsons and being able having the add a BAR to this unit makes the standard riflemen redundant. It would be more balanced if you had to buy the Thompsons, and I would make it similar to the volk stg44 were the squad can no longer pickup slot weapons.

    3) replace smoke grenades with "MOVE! MOVE! MOVE!" (Ooorah! for USF)

    The smoke grenades rewards blobbing MGs and most other suppression weapons were far to easy to defeat. I would replace a move similar to Ooorah! to encourage flanking rather than direct assault

    As for stormtroopers they are at a good place right now any more buffing will just lead to a nerf in a future balance patch, and the VET1 is perfect I hope the GREN and PGREN VET1 will get a rework in the future.

  • #58
    6 months ago
    PanzerFutzPanzerFutz Melbourne, OzPosts: 274
    edited September 2018

    Most of the new revisions are good, making the game better generally. However, the NKVD Commissar Squad is the big exception. Reducing the cost of 'Stand Your Ground' and 'Fight To The Death' to zero DOES NOT FIX THE PROBLEM. The problem is that players have to select one unit and ONLY one unit to use them. Wrong, Wrong, Wrong! Make them exactly like the Wehrmacht Artillery Officer's ability - it applies to ALL infantry units in his aura. Otherwise don't bother, just get rid of the unit altogether and come up with something that actually works. I'd rather have the Commissar squad that has Spy Network, a KV-2 call-in and an airstrike.

    And, given the Soviets lack of ability to heal units anywhere but the base, having some medical supplies would've been a nice touch. I guess we're just sh*t out of luck with this dog's breakfast of a unit.

  • #59
    6 months ago
    ComradComrad Posts: 116

    1)The Commissar still no good. Let him be inspiring, but he won't have any powers. So it will make sense to call him.
    2) > @Andy_RE написал:

    Hey guys,

    Mod 1.3 is now live, and you can view all the latest changes at the bottom of this page.

    Keep the feedback coming!

    Andy

    1) The Commissar still no good. Let him be inspiring, but he won't have any powers. So it will make sense to call him.
    2) Please return the old Scorched Earth ability so that it costs 200 ammo and controls all friendly territories and Katyusha rockets fly to where the enemy appeared.

  • #60
    6 months ago

    Bugs :
    -German infantry doctrine : Relief infantry is missing, when Tactical movement is still here instead (it was supposed to be removed).
    -Panzergrenadier still get 3 G43 with the upgrade, instead of 4 as mentionned in the patchnotes.

  • #61
    6 months ago
    I really like the new changes in 1.3 a lot. Great direction and good job! However! I'm not sold on the commisar. A small (and I mean SMALL) aura would be nice I think. Something like 10% ROF and maybe a 5% debuff on target size for affected units? The free abilities are cool but I think it still needs a little.... More to stand out
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