General Information
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
I love the merging of sprint and flares, Also, yes, it should be like the Ost sprint without the exhaustion. Could keep the exhaustion if the squad got a ROF increase for a duration, it would make it an assault ability, with the exhaustion allowing a counter attack. rn it's just a crap sprint. Could add M1919A6's too? Could wrap all 3 (M1919A6, fireup & flares) into an rifleman improvement package and give it to the infantry company too in place of the M1919A6's. It feels weird having a whole base feature there for use with only one doc.
I my mods, I have also merge sprint and flares, but something else. I also have replaced the grenade ability with a cooked grenade, still required grenade research. The voice line is about veteran riflemen and cooked grenades are a elite ability so it does fit quite well.
For the sprint ability the exhaustion is some what needed.
Oorah lasts for 10 seconds. Granted Conscripts a still a lower quality of infantry but in the early game vs Ostheers MGs, it lasts for a extremely long time.
Ostheer Sprint only for 5 seconds. This does not last very long and so it allows for the unit runs for cover and that is about it.
Assault Grenadier Sprint (this is separate from regular sprint) Still only lasts for 5 seconds which is really not enough to close the gap from max vision to recommended firing.
Fire it up does last for 10 seconds before exhaustion but riflemen are a high quality of infantry. I do recommend exhaustion duration should be reduce to 3 around seconds.
2 CP: Boys AT rifles
-Infantry Sections and Royal Engineers may now upgrade with two AT rifles.
(AT grenade moved to non doctrinally to infantry sections that require mills bombs research)
3 CP: Resupply Half-Track
-Weapon Drops Require Weapon Racks
-Vickers LMG replaced with a Bren Drop
-CP reduced from 4 to 3
(Bren Weapon Racks will now give Vickers Ks to commandos instead of Brens, same stats)
8 CP: Hold the Line
-properly effects sectors that are not catured by the player (Ally captured Territory)
12 CP: Concetrated Fire Operations
13 CP: Crocodile
-Main gun damage increased to 160 from 80
Tactical Support
In live this doctrine is very heavy in munitions and the recover sappers can not help with this seeing how late and costly they are for very little effect. The Forward OP is very restrictive, very expensive, little impact, and a simple way of adding in more than five abilities.
0 CP: Recovery Operations
(Active) Able to fire flares over wrecks
-35 Munitions
(Passive) Allows Infantry Sections and Royal Engineers to Salvage Wrecks
2 CP: Scoped Rifles
-Infantry Sections and Royal Engineers can be upgraded with two scoped Lee Enfields increasing long range accuracy and fire power
-Requires two weapon slots
2 CP: Designate Command Vehicle
4 CP: Air Resupply Operations
-Able to target location and not sector point
10 CP: Artillery Cover
-Base Howitzers also fire for the duration
The two I would like to see redone would be Mechanized and Encirclement
German Mechanized
This commander should be focused on lighter vehicles and tanks. The Lefh 18 is a bit out of place to a mech doctrine. Here is my suggestion:
0 CP: 250 Halftrack Call in (could affect the mortar halftrack and/or Mechinzed assault)
-200 manpower ish (some stat changes may be needed)
-Able to be upgraded with a mortar for 150 Manpower (does not have incendiary rounds, loses hold ability)
-Or able to hold mortar squads outright
0 CP: Panzer 4 F1 call in
-Requires Battle Phase 2
-Stats adjusted to more closely match a T34 in vs Armor
-300 Manpower, 90 Fuel
-Uses Armor Reserves voice line
2 CP: Regal AT Mines (Affects all doctrines)
-Able to laid by 250s, 222s as well
-Cause heavy engine damage instead of immobile.
-Damage reduced to 240 from 400
-Cost reduced to 30 from 50
4 CP: Spotting scopes (or was it 5 CP, I forget)
4 CP: Vehicle Breakthrough
-Cost changed from 50 fuel to 50 Munitions
Encirclement
In live this doctrine is too map dependent and too munitions heavy.
0 CP: (Passive) Encirclement
-Enemies in cut off sectors will have flares fired over head
2 CP: Stormtroopers
In live these guys are too heavy in munitions to be effective and too similar to Grens and Pgrens. I would like their stock value increased while being unique.
-5 Man squad (same states)
-Bundle Grenade replaced with grenade assault or with a Cooked Stick Grenade
-Call in cost increased from 340 to 360
-Only able to be upgraded with PzB 39s (roughly equal to ptrs or boys AT)
-Vet 1 Ability is replaced with Tactical Assault
-Has a Sprint Ability
4 CP: Supply Break
-Strong enough to destroy cashes
-Cost reduced to 50 munitions?
8 CP: Light Arty Barrage
10 CP: Command Panther
-Roughly equal to the OKW Command Panther
-Uses Command Panther Call in Voice lines
I am in for full support on adjusting the AVRE, as well as the Sturmtiger. My suggestion is to rework the AVRE so work more like a Brummbar. Its damage would more constant and consistent. The constant damage would result it in having a higher DPS and while to be more fair to play against. This sounds like a win-win to me.
For the garrisoning: the emplacement only has one visible model slot and you can not mod more in. (If you look closely the left has 3 crew while the right has 4.) I can not say why you can not see the squad in the UI, though I think this it has to due with the EBPS, UI, Squad select. With only one model able to be shown, I would advise disable garrisoning. This one model can be a weapon team and its attach crew, but in order to allow a weapon team to garrison infantry would be requirement as well.
Sorry, I haven't got into to this website for a while, so I did not see your message. I decide to keep posting more reply under this blog instead of your mod release page due to some personal reason. Please understand me.
First, I have to thank for your acceptance of my advice. I have read your patch note. A lot of them sound very interesting. It is a shame right now that I live in a country that does not have access to the steam workshop. I need to find a VPN to try out your mod.
I have found out a few problems after reading your patch notes. Mainly to the SOV and WER factions. The followings are only my personal opinions.
1. It is great to see people finally realizing that some of the TDs need a damage buff. However, some of the units such as SU85 and Panthers are having a higher rate of fire compared to the others like Firefly. Please make sure that these high ROF units will not overperform.
2. t34/85 definitely need a buff. In my personal opinions, it requires an accuracy buff, and an anti infantries buff more than an AT buff.
3. I understand your hope of making Combat Engineers and Pioneers better. However, changing them into Close combat units without making any changes to their survivability will only causing a high death rate in general. I know your changes do make sense dues to their low price. However, it is not a good idea to put more reinforcement pressure on the two most MP thirsty factions in the game.
I do have more advises if you would like to hear them. Please tell me your opinions on my above ideas.
Soviets have large number of late game vehicles available so this is why I am giving it an AT role while the KV1/8 and Sherman can more focus on infantry
I have adjusted the pioneers and combat engineers veterancy to include more survivability.
Ah, well I don't know about replacing models as I have never done it myself, I only saw it in another mod like I said, I like the visual representation of something.
Yeah I believe it's just that what they did in CoH made sense compared to a lot of things in this game.
Borrowing icons makes sense if you ask me, just ask politely and they should oblige.
Yeah I agree on both with you, I even had the same idea for the SWs back when I was developing my first mod as well, I just never got to it. But it's halftrack so it does make sense for it to be able to transport (and reinforce) infantry... and perhaps tow guns (lol).
Yeah I know about the Sexton, I'm still wondering why they didn't put it in CoH as well tho, and replace the American Infantry Company static M2 105s with the Priest instead, I just can't help but hate static pieces that can't be moved or destroyed, apart from the 88s of course, those things were just fucking beasts and were handy against AA.
Also one more thing, I did another playthrough of Ardennes Assault since I got it for 5 bucks in the sale and Baker Company (the mechanized one) really felt like home to me and still makes me wonder why they didn't include the Cavalry Riflemen M3 call in instead of the Assault Engineer Call in and the lack of the Combined Arms ability, which is basically the whole point of the Mech Company lol, I mean it should be focused on having Armor and Infantry support each other, no? Raid is nice to have and I guess a bit nostalgic for me but I'd rather have it and the Pershing in Armored instead if I'm honest, it just doesn't make sense for Combined Arms and the Pershing to be in the Ranger Company in multiplayer, maybe it would be better to go the AA route and have the WC51 truck instead of one of the abilities, and the Rifle Company's Sprint? I don't know exaclty but it feels like the abilities in the Rifle, Mech, Armor and Ranger companies in MP need a reshuffle, what do you think?
Cav Rifles only have a unique call in dialog (that is only for the Ardennes announcer) and symbol. The squad still uses riflemen models as well as voice lines.
Heavy Cav does preform quite well and I would rather not change that. Armor company does have the Jackson now as well Sherman (105)s. Additionally the WC51 in my mod is available non doctrinal. Which can be upgraded to a supply truck when the player does not want it anymore for combat or with an MG. Right now I am working on making these units more effective in combat.