Conscript Assault Tactics:
2CP: Commisar Command Squad: Same as NKVD
3CP: Conscript Assault Package Upgrade: Conscript PPSHs + HTD
6CP: For Mother Russia!: Same as Counterattack
6CP: Rapid Conscription: Same as Conscript Support Tactics
15CP: Red Banner T34/85: 1 Red Banner T34/85 is requisitioned to support the advance. Red Banner T34s are regular T34/85s with an aura that increases the suppression resistance and accuracy of all infantry units around them, at the cost of making them easier to hit (units fight zealously, putting themselves in harms way). They can also have the special skin they had in the unreleased commander. Only one Red Banner T34/85 may be on the field at a time (like a command tank).
I would like this doctrine to give the Soviets a more Enemy at the Gates esque play style. This doctrine would encourage using conscripts for massed assaults, and taking advantage of the soviet manpower advantage. This would hopefully keep conscripts relevant into the late game vs. superior German Infantry.
Profile of comm_ash
Game Name: comm_ash ★
Game Name: comm_ash ★
Post History of comm_ash
Thread: New Commander Submission - SOVIETS25 Jan 2019, 06:52 AM
Thread: New Commander Submission - BRITS10 Jan 2019, 21:10 PM
Heads up, I don't have the game open and I can't remember most CP values. We can obviously use the correct values.
0CP: Sherman V (Literally the American Sherman M4A3-75(w) in British Army Terminology)
1CP: Recon Infantry Section (Infantry Section with 1 scoped rifle or 2 stens, with ability to cloak, shoot flares. Scoped rifle could make squad like JLI or Pathfinders if used instead of sten. Scoped rifle or stens would take up 1 weapon slot.)
2CP: 3-inch British mortar team (US 81mm mortar with IS crew.)
4CP: Advanced Cover Combat
11CP: Typhoon Attacks
I would like this doctrine to give the brits a more flexible and aggressive strategy.
The British historically used many American Shermans, to the point where they outnumbered Cromwells. This doctrine would finally give the Brits in COH2 access to their workhorse tank. The early mortar would give the brits access to a mobile barrage/ smoke tool, and could by combined with spotting from recon infantry sections to allow a more aggressive playstyle. Advanced cover combat is self explanatory, and the Typhoon gun + rocket strafe would give the doctrine a bit of late game oompf.
Thread: Give me back MP44 Storm Rifle upgrade option14 Dec 2018, 18:28 PM
14 Dec 2018, 15:43 PMMysteriousHeroKK
But, statistically, it won't matter what weapon a unit is holding if the stats are changed to reflect cost. Obersoldaten and Ostruppen both have k98 rifles, but the ober rifle is better.
It really feels like the only issue you have is that the MP40 doesn't look or sound as cool as the STG44, so you assume it is worse. No-one complains that paratroopers and rangers use the same weapon as Rear Echelon because the weapons only look similar; statistically they are completely different.
Old Stormtroopers were good because you could drop 100 muni on them, then wait till close range and ambush with tactical assault. You can do the same thing with the new MP40 Stormtroopers, but now you don't need to pay 100 munitions for their weapons, and the tactical assault is actually MORE effective at close range when it is popped. In addition, with their new camo, you can sneak around actively, instead of waiting stationary behind cover. If you used to use Stormtroopers to ambush, you should LOVE the new changes.
Thread: Inconsistencies in veterancy bonus26 Nov 2018, 21:12 PM
This is an interesting question. Should all units have similar percentages of strength gain with veterancy? Should more expensive units get better vet, or by simply having higher stats out the gate, be more benefitted by having the same vet bonuses as weaker units? What about across factions, should vet be applied based purely on unit cost and role, or be tweaked to help individual factions with different niches?
These are all questions that come down to game design. As the game is currently, vet bonuses have nothing to do with balance based on cost, but more to do with a unit's role, faction flavor, and overall faction strength. Medium tanks are the best example of this. All factions have medium tanks, but the vet varies drastically based on the factions. Axis armor gains defensive bonuses though armor at vet 2, whereas Allied armor gains offensive bonuses through DPS.
TLDR: Looking at vet balance based purely on unit cost or numbers is the wrong way at conceptualizing it. Unit vet is more broadly related to faction flavor, unit role, and faction relative strength.
Thread: USF Tech Changes Mod Changelog16 Nov 2018, 21:08 PM
I will definitely check this out when I get home. Looks really interesting just from a design standpoint though. Seems to fix most of USF's core issues without forcing drastic changes.
Thread: Smoke pots for shermans6 Nov 2018, 18:08 PM
Smoke pots and the smoke canisters ability are great examples of bad/ good game design. At the end of the day, they both do the same thing, create smoke. However, the execution is what makes these abilities.
One one hand: smoke pots. Press a button, and your tank is immediately smoked. No casting time, no targeting. As a result, you also immediately reset enemy weapon's aim times, and even if they attack ground ASAP, you have a good chance of escape. The entire impetuous on working around the ability is on your opponent. Bad design.
Smoke Canister on the other hand, both have a cast time and are targeted. This ensures that some degree of fore-planning is required to use them effectively. Not only that, but the ability itself can be used in many ways. You can use it defensively when retreating to cover your escape. You can use it to cover another friendly tank in trouble. You can smoke enemy sight-lines before a push. You can use it to support infantry. There are almost limitless possibilities!
In terms of this poll, I disagree with the options. I say give Smoke canisters instead of smoke pots to all armor, and delete smoke pots entirely except for light vehicles (Puma, AEC, M20, etc.).
Thread: Unfair USF grenade cost 1 Nov 2018, 21:48 PM
We need more side techs, not less. USF grenades do need a per throw cost buff though, especially since they are so expensive to unlock. That or a reduction in tech cost. Mills bombs, after all, are right there as a close comparison. I think smokes are fine. Currently, USF is always better off getting BARs on all their squads before teching nades, if ever.
Thread: Feedback for Commander Revamppatch26 Oct 2018, 23:46 PM
I came back from the dead just to add:
I really hope we can find some way to get withdraw and refit back into US mechanized. Used to be the best part of that doctrine. Really added a new play-style to USF.
Thread: Double Vickers Start19 May 2018, 20:51 PM
To be honest, Vickers is just not good MG at vet 0. Very often an enemy squad can walk through the edge of the cone, and not be suppressed. You are much better off with sections, as they give you more mobility early on. If you want suppression, there is always the bren carrier.
In: COH2 Gameplay
Thread: Comunnity poll for T1/penals design18 Dec 2016, 03:56 AM
The road to making t1 viable lies in fixing t2 and not making t1 better in every way.
CoH1 does this in part by making the at gun a t3 unit, making t2 openers harder to play due to a lack of supporting infantry for the support weapons, and also by making teching a need for both t1 and t2 players to get at.
In coh2, we have a t2 with an mg that is basically an infantry squad, plus counters to all the counters to be expected of a heavy support weapons build.
I think the 6 man russian crews need to be looked at, and one that is done, we will see a lot more t1.
I also think what t1 needs more than anything, is a clearer role. Currently, you have snipers (which should replace the atg in t2), which don't really mesh with elite, expensive infantry. The elite infantry should be the focus of the "special rifle command," and other units in the tier should exist to mesh with them, not to fill space.
Tldr., the best way to fix soviet early games is to take a hard look at the placement of units in the tiers, and the roles of the units themselves.
In: COH2 Gameplay
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