My spiel in which others have said.
Doctrines should be transformation, focus on an aspect, and/or provide general support. If a doctrine is viable because it fills in a gap in the roster, then their is something wrong with the faction. Ie, UKF mortar call in, Osttruppen, flamethrowers. Specialist units such as Shocks and Jaegers are generally fine seeing they are not immediately available and specific roles. Tweaks are always necessary.
Overlaps are not a good idea. Some call in infantry the most problematic I see right now is Volks\Panzerfusilier and Falls/Obers. While some doctrines do have overlap with themselves, Shock Army and Infantry company.
The biggest offender I see to a straight up upgrade is the 1919 weapon rack.
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Residence: United States
Nationality: United States
Residence: United States
Nationality: United States
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Thread: Should doctrinal units/upgrades be superior?27 Jun 2020, 23:38 PM
Thread: Mod Release, Design and Live Fixes and Issues27 Jun 2020, 17:16 PM
25 Jun 2020, 15:19 PMJulianSnow
If the health is too great, it can be reduced. Also I just removed the stun shot.
The Aim time can be increased, Right now I have it set to 3 seconds.
Also, reinforcing from the IR half track would not be fitting. The range was something arbitrary that can be adjusted, that is about the distance of the white lines from the animation.
Thread: Mod Release, Design and Live Fixes and Issues27 Jun 2020, 17:10 PM
26 Jun 2020, 23:43 PMKiwiBirb
Still I do not see how volks armed with bolt action rifles make them an AT unit.
Volks having STGs is bad in design. For close range damage, there are Sturmpioneers. The global upgrades allow them more durable and better at an all rounder standard unit.
There is general less focus on damage for this mod. Volks, panzergrens, and infantry sections all had their size reworked focus on staying power rather than DPS. Conscripts a in a good position and grens are in a better position with more balanced infantry sections.
Should we start a poll to see if combat engineers should have PPshs?
Thread: Mod Release, Design and Live Fixes and Issues25 Jun 2020, 01:30 AM
Probably the last design update. The Ostwind Call in for OKW has now been removed. Not a single doctrine calls in Ostheer Vehicles anymore. Ostwind ability replaced with a reworked IR halftrack.
Has a natural 35 vision range, but able to see camo units up to 20 units rather than the standard 10.
When stationary able to see up to 135 vision range in a 20 degree narrow cone.
Gained a number of supporting abilities.
-Able to call in one arty flare for 30 munitions, range of 80 units
-Able to do the panther mark target ability but with a range of 60 rather than 50
-Able to force retreat a single squad with a range of 60
-Able to 'hull down'
When hulled down vision cone is increased to 120 degrees from the 20 degrees and retain the 135 vision range.
Is camouflaged when hull down.
Spotlight rotates back and forth as an animation
The huge range of vision and camouflage may make it actually overpowered.
Thread: Mod Release, Design and Live Fixes and Issues25 Jun 2020, 01:18 AM
24 Jun 2020, 08:09 AMJulianSnow
Wiping in one shot is generally not a good design.
Thread: Adding a spotter to the StuG 324 Jun 2020, 12:16 PM
As far as I can tell, that hatch does not open.
Thread: Mod Release, Design and Live Fixes and Issues23 Jun 2020, 14:01 PM
23 Jun 2020, 13:50 PMthedarkarmadillo
It's your dream of course but I also don't like the auto fire stumtiger. Perhaps altering it's profile so it's OHK is reasonable (something like the various 15cm guns in the game) with a wide AOE that damages and perhaps applies a stun or suppression on infantry. Then it's a blob stopper instead of a simple game changer. It would still require support to do more than force a big retreat.
To be fair the modded one is just a less micro intensive and more consistent version. It still takes time to aim and can not fire on the move but easy to track units. It has a higher rate of fire but deals less damage. It will still deal with blobs but very well as well it is able to support armor. In comparison to the abilities it is just a right click like repairing but with a long 22 second cooldown. The health and the stun could be looked at.
It still generally retains the fighting capability vs infantry. It is slightly more powerful than the brummbar 15cm but does not wipe at full health in general.
Thread: Mod Release, Design and Live Fixes and Issues23 Jun 2020, 13:26 PM
23 Jun 2020, 12:51 PMJulianSnow
Not everything should auto-fire in this game, why not swap the sturmtiger with a brummbar if that is the result you're looking for?
I would rather not have more doctrines to use more Ostheer equipment, hence why I replaced the Tiger and 221. And maybe soon, the Ostwind will go.
The current Sturmtiger is not very useful in general. Any buff would be a wipe machine which is not good. While the mod version is alike to the brummbar, the performance is very different. The vehicle stunning is probably first to go.
Thread: Mod Release, Design and Live Fixes and Issues23 Jun 2020, 12:32 PM
Tweaked infantry sections
With their ability to build sandbags, they have been reworked to be around a target size of 1. They should function similarly to standard volks. This should make A move blobs and units more vulnerable with out access to cover. Their cover bonus is no longer a debuff system and now a buff system. They only gain their cover bonus system when stationary, in cover, and require vet 1. Icons depict this.
Now spawn out at a full 5 man squad. They temporally gain a damage debuff. After 15 seconds they gain full damage. This is noted by the type of SMG. They start out as un-suppress then gain the suppress.
Like the AVRE it has been reworked to an auto attack. It still may require adjustments. Range is a staggering 60. Damage is reduced to 240 from 580 and retains suppression/vehicle stun. Fires every 22 seconds and has a hold fire state.
Animations fully working! Sometimes I feel like I am banging my head against the wall.
Thread: Sturmtiger vs AVRE - in a very good spot right now?22 Jun 2020, 14:11 PM
Personally, I would like to see a rework of these units. The AVRE could easily be reworked to function like a brummbar, auto attack and less lethal per shot. It would probably be more lethal with constant pressure. The Sturm tiger I am not so sure how exactly.
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