Ambulance is such a dumb idea TBH. Just give Fighting Position Medics upgrade. Sure it's copy of Ostheer bunker, but the entire idea of Fighting Position is basically shittier version of Ostheer bunkers already. |
Considering there are no non-doc smoke abilities besides flaktrack's Panzer Tactician clone, yes.
At the very least, replace the useless Hollow Charge ability; if anything, it should instead be a direct-fire toggle/ timed ability, not a barrage. |
How about give it an anti-infantry variant of the Aimed Shot? The StuG takes a few seconds of "Aiming..." and it will fire a single round at any target, stunning vehicle if vehicle, and guaranteed hit at an enemy squad. |
last ditch effort to hype up for $$$ and playerbase |
How about instead of immediate 50F->120M, it instead deducts 50F and adds 120M over like 15-20 seconds? Would get the same result, but you don't immediately gain the benefits, plus the cooldown only starts after the ability is finished. |
NINE GAMES: 22m, 24m, 26m, 28m, 32m, 18m, 25m, 18m, 23m for a total of 216m, average 24m
ONE WAR SPOIL: duplicate bulletin "Previously on the Walking Stuka...: (OKW)
EIGHT GAMES: 33m, 33m, 24m, 23m, 30m, 30m, 32m, 22m for a total of 226m, average 28.25
ONE WAR SPOILS: duplicate bulletin "A Tool For Every Occasion" (Ost)
FOUR GAMES: 32m, 30m, 25m, 29m for a total of 126m, average 21.6m
ONE WAR SPOIL: duplicate commander "Riflemen Company" (USF)
SIX GAMES: 39m, 30m, 30m, 30m, 18m, 10m for a total of 157, average 26.166m
ONE WAR SPOILS: new victory strike "P47 Rocket Attack" (USF)
THREE GAMES: 22m, 24m, 42m for a total of 88m, average 29,33
ONE WAR SPOIL: duplicate bulletin "Wrong Place, Wrong Time" (Ost)
FIVE GAMES: 19m, 26m, 27m, 21m, 30m for a total of 123m, average 24.6m
TWO WAR SPOILS: duplicate bulletins "Cunning Tiger" (Ost), "Tool For Every Occasion" (Ost)
In this reply, summary data is:
-31 games
-6 drop occurrences
-7 actual spoils; 1 new, 6 duplicates
-total time 936 minutes, equivalent to uninterrupted gameplay time of 15 hours, 36 minutes
With this recent number of games, the average drop occurrence (936/6) is 156m, or 2 hours, 36 minutes between drops.
Outliers: shortest time between drops was 88m, longest time 226m or 3 hours, 46 minutes |
Yes, because the Luftwaffe was all but extinct during late-war, where do they keep getting all the fuel for these planes lol.
Hermann Goering travelled in a gigantic barge of a halftrack, spamming the Convert Munitions to Fuel button. |
One way to bring back 221: it's a OKW doctrinal unit, and like in CoH1, can secure sectors like a vet3 Major to prevent enemy capture. Not only does it provide OKW with a way to prevent enemy taking sectors without dealing with caches, but also encourages less infantry blobbing since you don't need to run around capping/ recapping; the enemy might easily destroy the 221 when they find it, but for larger sectors they might have to waste a lot of time hunting down a light car that can shoot back, giving valuable time to respond.
Might be imbalanced on 1v1 maps though. |
I kind of understand the rationale behind molotov animation: the 10 second area denial is quite powerful, so it's meant for balance. Grenades for their part have fast animation, but no lingering effects. Smoke grenades have relatively low range, and don't inflict damage. For the Blendkorper, the range is also rather low and also a veterancy unlock.
In regards to Tracking I agree, I think for Soviets, it should instead be something like "Fire HE Shell" to give them added versatility through vet1 unlock. The same can be done for medium tanks; secure mode should however be within the realm of light vehicles, including T-70, so that they have supporting roles that are more crucial once you start facing Panthers. The idea behind Secure Mode is a good one, problem is that every Soviet vehicle T3 and higher has it.
Ramming should instead be similar to CoH1's Tread Breaker, so that instead of sacrificing your T-34, you instead have an alternate Critical hitting ability through your T4 unit. It could replace both Ramming Speed and Secure mode and be vet1 unlock, same as Riflemen's AT rifle grenade. It could also instead just grant temporary immobilize/ slowdown on the target vehicle.
For DshK HMG, I think a suitable vet1 ability is that it's AP rounds ignore cover, similar to how infrared/ flamethrower units work. Would be a bit of an abstract reflection of the 12.7mm rounds smashing through cover. This way, you have a unit that can still damage and suppress units in heavy cover as if they were in negative cover. This turns the DshK into a very powerful support unit...if you get it to vet1 and have the munitions and backup for it.
I'm actually thinking some of the CoH1 abilities might benefit some units in this game like the Soviet heavy tanks: IS-2/ KV-1 for example can have Tank Shock, which increases movement speed and suppresses nearby infantry. Like Ramming Speed, it can have a temporary Engine Overheat when it's finished so that it fulfills the ramming role as well as a Blitz clone. Also, seeing as Soviets is more offensive oriented than Ostheer, these two heavy tanks should have heavy crush; tank traps can still block them, but the Tank Shock could be used to break them down. This makes the IS-2/ KV-1 ideal spearhead units.
Another idea worth giving for these heavy tanks is Mine Plows which grant them good chance of reducing damage from mines and thus reducing Critical hit tendency.
Beefsurge's "Tank Zeal" idea is also good; it encourages combined arms as well as providing one of the weakest medium tanks in the game a means to temporarily be more resilient in combat. I think it should only be for M4C Sherman though.
Another idea for T-34 is the Site Main Gun from CoH1's Marder; but instead of being immobilized and be a tank destroyer, this ability makes the T-34 fire slower but with greater accuracy, slightly farther, but also moves slower. As a munitions-cost timed ability, it makes it an excellent infantry support vehicle while also being effective against any tanks it comes across, though the reduced movement means it's susceptible to being flanked, so it still encourages combined arms or at least some form of support. This would give non-doc Soviet a T4 tank that allows them to move at the pace of infantry and provide support for them by attacking bunkers and machine guns more effectively. As vet1 unlock replacing Secure Mode, it means you need to use the T-34 for a bit before you can use this ability.
That or give all these vehicles armour upgrade at vet1, like having sandbags and treads bolted onto the hull. No Soviet vehicle has armour bonus at veterancy. |
That's a terrible argument.
By that reasoning Ostheer has schreks, pak-40s, stugs, and panthers which are all better then what soviets have. So why do they have the PAK 43 and elephant?
Ostheer having PaK43 and Elefant is kind of the whole point of asymmetrical gameplay, which disappears when you give Soviets comparable units.
PaK43 and Elefant are both doctrinal and Anti-tank emplacement/ heavy tank. Elefant is comparable to ISU-152 (if not SU-85) so you're really just trying to pretend that unit is like BS-3. PaK43 for it's part is immobile.
Note that most AT units for Soviets are also versatile; ISU-152 is also good against buildings and infantry, SU-76 and AT gun can barrage. Only the SU-85 is a strictly AT vehicle.
Conversely panzerschrecks, StuG and Panthers and PaK40 are going to have a hard time against infantry, because they are (or should be) best against vehicles.
That Ostheer has better AT capabilities mean nothing about Soviets needing something better or the same. Which again, goes back to asymmetrical gameplay.
Regardless, if the problem really is a matter of "Soviets need better AT", then the solution is buffing existing AT, not introduce new units whose sole function is buffing Soviet AT, which also means making existing units obsolete. |