Rather than just copying other faction's basic repair mechanisms, why not add in cut content?
In Ardennes Assault, M3 Halftracks can be upgraded to toggle to repair nearby vehicles, basically a vehicle version of Ambulance. This can be an alternate utility upgrade for Ostheer (and/or Soviet?) halftracks; like the weapon upgrades, reinforcement (and transport?) is lost, but you gain a light vehicle that can run around healing friendly vehicles in a pinch. Pioniers will be a useful supplement in even the halftrack is lost or otherwise not yet available.
There is also the cut content of Ostheer's Forward HQ that spawns mechanics instead of medics, text description also claims it allowed forward retreat point. I've never seen this even in mods that feature the ability, though, it was just Soviet Forward HQ but mechanics instead of medics.
I was also thinking of a further repair speed at vet3, but the odds of Pioniers reaching that high and being retained just for repairs is rather slim; flamethrower Pioniers at vet3 are more useful when you keep them doing housecleaning. |
Your idea of adding an NCO unit model that has MP40, grants 5% experience, sounds more than just merely adding a fifth guy. This is an overall buff, period. |
I'd give it more scatter radius and nerf the damage/ rate of fire/ range. I mean it's already durable and easily protected, does it have to the THAT powerful, THAT accurate and THAT long-reaching?
I agree with Wae as well, its usage demands rather little micro before it becomes effective.
I recommend something like being able to toggle between two modes of fire- light and heavy shells. Light shells go farther but inflict less damage and less accurate; heavy shells are vice versa. |
I hope they have learned their lesson. Battlefront launched relatively well, only issue is that it was a shell of a game.
Seeing as they made shit tons of money from that AND Battlefront, the lesson sure isn't "fix the game". |
Requires ambient building, which cannot be repaired;
Requires 300 manpower and 60 fuel to convert said ambient building;
Abilities require munitions;
Abilities can only be targeted in a limited range of said ambient building that requires 300mp 60f in building that cannot be repaired;
Equals worthless ability. At least Soviets' Forward Headquarters cost only a one-time building conversion has permanent medics plus buff radius. |
In all my times shooting Railway Artillery into enemy base, the most I do is tickle their buildings.
Though I must admit, "all my time shooting..." really means like a dozen at most, I'd rather use the munitions for grenades or panzerfaust and do some real damage. |
I forgot to finish my previous post with their passive sprint makes them much better in getting to places especially in late game, being able to keep pace with vehicles. They seem a bit harder to get but that seems tied to their lack of heavy weapons, meaning Volks can (and still can) vet up faster
I'm thinking that if there's ever going to be a doctrinal change to panzerschreck, panserfusiliers make the most obvious choice, of course you cannot use G43s if you went panzerschreck, and they'd need to be given a longer dispatch cooldown to prevent spamming. |
Basic rundown:
Similarities:
Both 7 popcap
Both light infantry
Both ideal to recrew weapons/ vehicles
Both can snare
DIfferences:
Volks: 250 MP
Panzerschrecl/ StGs
Passive heal at vet3
Panzerfuziliers: 290 MP
Volks: Panzerfusiliers: G43s + Flares
Passive sprint at vet5
They've always been a sort of Volks 2.0 to me, something you deploy and use alongside. The only real issue now is that their AT rifle grenade is a different hotkey than panzerfaust.
Panzerfusiliers' G43 upgrade make them better as scouts, plus their eventual |
Utility based abilities does sound interesting, hell it's interesting if applied to several units in the game.
Healing aura upgrade sounds nice, though it does sort of defeat the HQ medics ability, which only cost manpower and does not require any micromanagement besides retreating squad and wait to heal.
I don't know about camouflage though, it would just bring the same problems as cloaked Rak taking flags.
Maybe if it was something like ability to toggle itself to hull-down, and be able to convert to a makeshift pillbox using troops garrisoned inside. While it's not much superior to Conscripts' sandbags, it doesn't rely on a combat unit to build, acivates much faster, and can be untoggled to redeploy elsewhere and help shift the front lines with its mobility; it's two MGs alone also helps deter attackers that try to, say, ninja-cap a VP flag.
The problem with that and any other idea is that M3A1 is a light vehicle, so if you make this or other abilities a vet1 unlock, it will only ever see the light of day one out of a hundred 1v1 games.
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I agree with the general sentiment of Ostheer's repair being a greater limitation than any particular Ostheer vehicle. I played a match yesterday and four Pioniers seemed to take forever repairing a Tiger to full health (and it was only about half health).
In comparison with other factions:
OKW: tier-based mechanics (Mechanized HQ), engineers can upgrade to repair faster (Sturmpionier Minesweeper), and the doctrinal Emergency Repairs ability
USF: multiple engineer units, can repair criticals (Vehicle Crew, RETs, Assault Engineers)
UKF: engineers can upgrade to repair faster (Royal Engineers' Vickers LMG via Anvil Tactics)
RU: multiple repair options via doctrinal unlocks (Repair Station, Conscript Repair Kit, Vehicle Crew Repair Training ability)
I don't want Ostheer to be like other factions in that they need only a handful of guys to repair multiple vehicles though. I also prefer if this capability was found in doctrines rather than a non-doctrinal power, but that kind of defeats the purpose of mitigating drawbacks for doctrinal units like Tiger.
Perhaps one way to solve this is give the 251 halftrack the repair upgrade that the Ardennes Assault M3 Halftrack has? You basically swap reinforcement, transport and flame projector capabilities with a mobile repair aura. Being light vehicles they will still need to be protected, and being a 30 fuel investment may not always be a great alternative to having multiple Pioniers, but it does provide a unique way for Ostheer playesr to keep vehicles alive in the game; so far Relic hasn't done anything about the M3's cut feature, and giving it to any other faction doesn't make practical sense since they all have multiple repair alternatives.
The ability works by being an upgrade for the halftrack for munitions: when finished, the halftrack can be toggled to repair nearby vehicles (doesn't spawn mechanics, just a heal aura), but cannot move or fire weapons. In the campaign they can still transport and reinforce infantry though, this may or may not be retained if added to Ostheer.
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