General Information
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
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.
- Initial engagements feel better without T0 MGs which also affects the British, infantry play feels more dynamic and "natural" as ground is disputed by both sides and can end in either hands before being locked down by MGs.
- Would be nice for Infantry sections to get a "Medical" and "Artillery" officer when upgraded with their respective upgrades to further have a visual representation other than just the icon. Plus since it's now a passive ability it just doesn't make sense for a squad that look like ordinary riflemen to act as medics for example, this would "explain" it so to speak, I also think another mod did this but I can't remember which one. Minor cosmetical suggestion.
Base on my experience removing and replacing models with another tends to be buggy. In my previous mod I added an officer as part of the squad increase. My plan for this mod (next update) is to replace models of some squads with "Sergeants" for cosmetic changes and for a more diverse battle field.
- Specifically for the Mortar, it's a nice addition to the British and allows for a more mobile force if the player decides to go that route, needs some more polish like a new icon and it's name should be "3-Inch Mortar team" instead of just 81mm Mortar, very minor cosmetical thing.
Icons and other symbols will come later. I am not very good with creating icons or using GIMP so I may have to steal borrow other peoples works. Fun fact, my avatar Icon and the previous was created with Microsoft Word.
- Anvil and Hammer allow for a choice on behalf of the player, neither forcing or restricting the player into choosing to specialize in either for the rest of the game. I only have 2 suggestions for this, the first is if possible, it would be arguably more "realistic" and "unique" if you could switch between the 2 like the Ostheer can in the CoH: Eastern Front mod so the choice the player makes is inforced instead of having artificial side tech that allows for more units and abilities like the CoH2 Ostheer. My other suggestion being, some sort of mobile reinforcement point to "synchronize" with a mobile Army which the mortar also now supports as well being tied to Hammer. Basically it would be like this:
Anvil > Static defense (Forward Assembly and emplacements) and heavier but slow units ( ie Churchill).
Hammer > Mobile offense (with a mobile reinforcement point that can't provide infantry with weapons but perhaps can have a retreat point similar to the FA?) with quicker but less well armored or hard hitting units (Firefly is a good example of this, it's a glass cannon with a fairly good gun but paper Sherman Armor).
Granted both OKW and UKF both lack non doctrinal mobile reinforcement points it would however create a large amount of adjustments for other things as well.
UKF:
The cost of hammer and anvil is one reason why I moved them to T1. This created a proper timing for the AEC and bofors, so a toggle idea probably will not work out all too well. The toggle idea also does remind me of CnC generals USA. Having the M3 behind Hammer and the forward assembly behind Anvil would be quite fitting. The Forward retreat point would be late enough so it wound not require T2. However this may just destroy Advance Emplacement. As much as people do not like it, I still want to make it viable. The quickest and easiest fix I see is replacing the WASP in Mobile assault with the M3 call in so at least two doctrines.
OKW:
With volks not having non doctrinal upgrades a mobile reinforcing would be quite beneficial. There is one mobile doctrinal reinforcement unit. Adding any non Doctrinal unit would mean replacing this ability entirely. I see two options for mobile reinforcing.
1. Add the reinforcing opel blitz non doctrinally
2. Make the SWS able to act as a mobile reinforcing point as well able to hold two squads. I am more leaning towards this idea. I would give it the same constrains as the USF ambulance, only able to reinforce while in supply and stationary. The cost of the SWS would increase by 100 to 200 manpower while the tech structures manpower cost would decrease by 100 to 100.
- The addition of the 25 pounder is very noslagic and spot on, I think you have nailed everything about this unit except for it's damage, I noticed a lot of shots landing near infantry but killing no models, it could be just me but that's just what I saw. My only suggestion for it is to give it more abilities like in CoH through the Artillery Doctrine, as in Creeping Barrage, Counter Battery, Overwatch if possible, same for the Sexton, plus as now the Valentine is put as a default unit for Hammer it just feels weird having the Sniper in there, it would make sense if it were a let's say "Canadian" squad but yeah...
I will look at the AOE values. Fun fact, the sexton body was based on the Canadian Ram tank chaise.
That's about it to be honest, I had a lot of fun playing with the mod and I still think you did a really solid job with it, I was just so excited playing the Brits with a bit of a freshen up so to speak that I just wanted to share my feedback and opinions on my limited time with it.
And lastly, I would go as far as to say that in my honest opinion you should be part of the community balance team, if not for balance your "design" mindset is great and what this game really needs right now, you didn't even need to do a complete redesign of an Army in order to make it good again which just proves how very few changes in the right spots can make all of the difference, too bad they're considered as radical by most of the community but I guess that's just life for you...
P.S.
Just to further elaborate on my Anvil/Hammer suggestion, basically in Eastern Front the Ostheer can switch between it's Offensive and Support modes, paying one price the first time a choice is researched and a smaller price to switch to it at a later point.
German mechanized already has the short barreled (command) p4. So how are u replacing scopes with something it already has? BTW scopes is THE BEST thing on the doctrine, so you'll completely fuck it up if you remove it. Not a fan of the sniper changes. I find all 3 snipers are very easy to kill now and no faction should have a problem with them anymore.
I think this will be an interesting mod.
The Command P4 is no longer a short barrel and the short barrel P4s main gun has changed. They are now extremely effective vs infantry while still able to damage vehicles.
The reason why I removed the spotting scopes from mech was to keep the lefh 18 in three doctrines. I do not like how I adjusted Moblie Defense and I am thinking of adding a Lefh 18 to it. If I do I can replace spotting scopes and lefh 18 in mech.
What is OKW gonna do against enemy infantry with Volks without weapon upgrade, Sturmpioneers with MP40s and Obers without LMG? Politely ask them to leave? Removing literally all their standard AI seems a bit too much.
Also what OKW could really use is a proper Panzershreck squad to counter the onslaught of late game Allied TDs.
Volks do have three doctrines for upgrades, two for elite infantry, two for utility.
Sturmpioneers will did lose long range damage but gained close range damage as well durability. They also have a non doc flamer as well as doctrinal upgrades and abilities.
Obers come out much sooner and there rifles are still really good. Vet 0 obers will beat non equiped riflemen at any vet level. Vet 2 obers can fight against vet 3 riflemen with two bars.
Obers do have an 4 PZB AT rifle upgrade as well, making them very effective vs tanks.
Hi, I am also building a mod since 3 months ago. Just dug out your blob recently. Do you want to borrow some of my ideas or work together. Please contact me if you do. Here is my patch note for OST and SOV.I don't have any idea for changing the other three factions since I don't play them that much. Oh, I played mainly team games so my changes may not be 1v1 friendly.
If want any advice do not be afraid to contact me. My general philosophy is to make all units have a unique role so they can serve a purpose.
For USF, there problem is the fact there is only three levels of teching t0, T1/T2, T3. A more linear approach would help them out and space out there items more evenly. Additionally it would help giving access to all support items. (AT, HMG, Indirect)
OKW teching costs are based around the King Tiger. It puts some items out of timing when teching as well. (Raken, MG 34)
UKF
They have items that arrive too early, (AEC, Bofors) hence why I moved hammer and anvil to T1. They also lack a lot of items as well. (Mobile mortar) The mortar pit provides substantial fire power within its radius however the UKF can be easily limited to its radius since it can not clear out garrsions out side its radius. So usually it is unit killed or be killed, which can decide matches. Additionally, UKF can have a huge problem with light vehicles since the infantry section lack snares and piats can be inaccurate. One last thing is that UKF does not really have an infantry support vehicle. AEC is more geared to vehicles.
This looks solid and I really like what you've done with the British, they look more viable, just a question tho, apart from the M3 Halftrack giving weapons to your allies from Special Weapons Regiment, what was the other reason for removing this ability exactly? I think it was great as it allowed the British player to remain mobile, now more than ever with your added in mortar team.
And another thing, I also like what you did with the 250 Halftrack however I have a suggestion: allow it to reinforce when not upgraded and give it an upgrade to an MG as well, if possible that is.
Other than that this is just splendid.
Also one last thing, what do you think of giving the ability to team weapons of digging in? Imagine that you just build a weapon team such as an MG, a mortar or an AT gun, you set it up somewhere and can just use an ability for them to either spawn sandbags around them, which infantry units can use (ala Pak 43), or have an emplacement spawn on them?
I'm not suggesting you implement it, I'm just wondering for your opinion on it, that's all.
Cheers.
The Resupply M3 dropping weapons was really a bit out of place. UKF already has on field weapon racks through the forward HQ additional it allowed more of an excuse to reduce the CPs
A 250 Half track for reinforcing would have extreme overlap with the 251.
Having weapon teams build sand bags is not a good idea. This is more of the role of the engineer. Weapon teams are really meant to be mobile. Pick up and deployed some where else when needed. For HMGs, Maxiums, Dshks are good for assaults. Ostheer, and USF has Bunkers/Fighting positions and UKF can build trenches for the Vickers. AT guns are a bit too large to to use heavy cover properly and mortars are meant to be on the back line so they do not need sand bags.
This factions teching is being reworked to allow more proper timings and access to their equipment.
cashes removed
Captain and Lieutenant have been removed.
Major no longers comes free.
T0
T1
T2
T3
Doctrines
OKW
General
T0
Med HQ
Mech HQ
Flak HQ
Doctrines
UKF
T0
T1
Hammer
Anvil
T2
Hammer and Anvil research removed
Centuar
-able to apply suppression when stationary.
-no longer fires the weapon in bursts
It'd help a lot if this included a list of the abilities in each. Soviets and Ostheer in particular have a lot of "reshuffle" doctrines and it's hard to remember what's in each of them by name without having the game open at the same time.
For the mod I am creating, I have to look at the doctrine as a whole not individual parts.
Also, I would like more than 6 people to participate in the survey. Currently it is not a large enough sample size.
Suggestions: conscripts
Solidify them as an defensive infantry.
Remove ourah, Target size 1 (to improve merge), replace molotov with normal grenade, increase range of AT grenade.
Hit the ground their ability but it timed and not toggle. Hit the ground now scale with veterancy starting around 5% damage reduction 10% accuracy at vet 0, but scaling with vet.
Cost reduction for reinforcement with vet.
Replace PPsh package with SVT.
I think I have a way to fix merge. Set all the soviet infantry's target size to one and then use a squad modifier to the appropriate level.
I would rather they keep the molotov if the guards keep the grenade, to increase unit diversity.
May I ask for the reason for a timed hit the dirt than a toggle?
I can see a cost reduction with veternacy since they are a lower stock of infantry but it would be small like 1-3 mp.
Cost around 200-220. Now have ourah, molotovs and 3-6 PPsh (if one want some of the model not to have weapons, DPS adjusted to around pioneer levels) . Oourah now has penalty in received suppression/target size but scale with veterancy.
Other cap speed penalty, less penalty is red cover, less bonus in cover/garrison.
At vet 3 can be "redeemed" and be refitted into an elite infantry.
-Penals
The cannon fodder unit that is meant to die preforms way to well with its history. Penals are being moved to doctrines. Rapid conscription will now bring in Penals than conscripts. Penals will now functions like Ostruppen and are equip with bolt action mosin nagants. They are able to oorah and merge once again.
I would like to see a similar change in the live version of the game. Replace Penal troops with a version of Guards that is identical to the current implementation of Penals.
I would arm them with three PPShs and three pistols. Veterancy would be one extra PPSh per rank of veterancy
I have not really decided what penals should look like. I was half thinking 6 man sqaud with three having mosin nagants and will throw Molotov on there own with a 30 second cool down. They would also have a higher priority so the ai would usually target them first. Dirt cheap reinforcing and have a merge ability.
T1 now offer an upgrade that lower improves call-in infantry (cheaper to call-in? more accuracy? CP lower (from 3 to 2)?).
My plan was to make all call in infantry usable and adjust power and cost accordingly. The change with guards costing 3 cp never went through and no other infantry for soviets are at 3 cp.
C.E.
Flamer now give them smaller TS but they have a repair penalty. Minesweepers provide a repair/build bonus and XP for placing mines and trip wire flares.
I can look into placing mines for exp. I can add in improved repairs for minesweeper upgrades for all factions. For the flamer upgrade, I am going to look at the veterancy first to make them combat effective first. With mines for exp, this should help.
Guards
PTRS fire immediately do little damage to infantry. Their ability is replaced with "take aim" where PTRS now have increased accuracy and can now hit infantry for a limited time. Ability now scale with veterancy. Button does not require unit to continue firing on target, it stay on once used.
For the guards PTRS upgrade, I would give three PTRS rather than two. This would make them more effective vs vehicles. I would rather like to keep PTRS less potent vs infantry than their SVTs. Instead of a take aim why not a suppressive fire ability? The ammo is 14.5 x 114. This is larger than a .50 cal (12.7 mm)
M-42
Solidify M-42 as counter to light vehicles. Extra accuracy and damage vs light vehicles (similar to 6 pounder, wide cone, fast reaction times vet 1 ability similar to 6 pounder.
It was my plan to add in a Pak 36 using the same model to ostheer. Once an allied faction where to pick it up it would be called a M42 and an axis faction picks it up it would called an Pak 36. The pak 36 vet one ability would be to fire a Stielgranate 41 to snare an engine. The M42 must have an equally powerful ability. I was thinking it would be something like tread buster like the AEC. First round it would fire would blind, second shot will slow, and all following shots would fully stun. This would be a timed ability designed to pin tanks to be destroyed.
The damage of the gun would be increased to 120 from 80 so trucks would be two shot, 222s and other lights would be 3 shots, panzer 2s and other 400 hp would be 4 shots and standard tanks would be 6 shots.