General Information
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
This is something I've thought about off and on and tried to implement various ideas in mod tools. I could never get things to function how I'd wanted due to the restrictions of mod tools/my own time and knowledge of modding this game.
I honestly believe that while there are obviously some broken commanders on either side of the viability spectrum, I don't think that individual designs of commanders are the root of the problem.
I think the most distilled version of what might function for CoH2, not necessarily a hypothetical CoH3, would be the return to how vCoH utilized CPs.
You didn't choose a doctrine that automatically unlocked abilities as you acquired CPs. You acquired CPs, and then you used them to progressively unlock abilities from one of the three doctrines.
For CoH2, since commanders don't have branching/multiple paths of unlocks, it would actually be feasible if ALL THREE commanders in the loadout could be unlocked in one game. You would have three pathways to spend CPs on. You could have your Soviet Shock Army where you spend 2 CPs to unlock Shocks, but then you could have the community commander with tank traps that you could spend 2 other CPs on. And then hell, you could have Guard Motor to unlock Guards.
6 CPs in you could have Shocks, Guards, and Tank traps, but at the same time you'd be a long way off from any ML-20s, T34/85s, etc. This setup would allow for players to spread their CPs out for a wide array of useful passives, like say, Riflemen mines, RE flamethrowers, and M1919 unlocks. But the endgame abilities and call-ins would be likewise delayed. That M10 might just come too late.
Do you put everything into one commander to get out that Elefant? Do you get your Panzerfusiliers out then switch gears to try and get that Sturmtiger or Command Panther unlocked? Spreading CPs too thin could be crippling.
I always thought this would've been far more dynamic and interesting for CoH2. This is how I felt in 2013.
My OTHER notion about commander loadouts would be that all commanders could be categorized in a mutually exclusive way. For example's sake, all commanders could be categorized as "Offensive", "Defensive" or "Support". All loadouts would consist of one "Offensive" commander, one "Defensive" and one "Support".
All in all, I kinda miss triple NKVD commander loadout scare tactics. Kappa.
This would be interesting for a CoH3. I remember from a post in the Modding section where some one was or did try in import a Company of Heroes 1 style menu. I tried looking around for it but it may have been a year ago so it is like trying to fine a needle in a hay stack if you do not know what it was called for the search function.
Currently on the mod I am working on, there are some doctrines that are obsolete and some that have only one or two good abilities are either worth it. I would like to talk about how to improved doctrines whether about being in my mod or in live in general. I am able to alter the doctrines in my mod if you all would like a preview. Note, I would like to doctrines separated as much as possible so try keep at most TWO like abilities with other doctrines. On the other end I would like to see at least 3 doctrines with a doctrinal unit so a bulletin can affect all three doctrines. Down below is just some topic not all.
1. Shock Army
This doctrine has too many over lapping abilities
-Conscript PPSHs and Shock Troops
-120mm Mortar and Ml-20 Howitzer
This Doctrine could be completely redesigned and how would you do it?
Edited: Possible Replacement
2. NKVD Rifle Disruption Tactics
To many munition sinks
This Doctrine could be completely redesigned and how would you do it?
Edited: Possible Replacement
3. KV-1
This tank could be non doctrinal T4 since it does not overlap with the T34/76 and SU 85.
4. Armored Vehicle Detection
How effective is this ability, and who on earth has actually used this ability?
5. Community Defensive Tactics Tank Traps
I would like to make this non doctrinal, but what should I replaced it with? The Forward HQ is not an option because I replaced the Booby Trap with PMD 6 mines and with M42s already the doctrine and I do not want 3 of the same abilities. I am thinking of two options, an MG bunker or PMD 6c (Light AT mines).
6. M42 Light AT gun
While effective for its cost it does not scale well with anything heavier than a Ostheer P4
7. Hit the Dirt
This seems like it would be effective but perhaps let it extend to combat engies, guards, and penals?
Abilities that would be nice to have a 3 doctrines
1. Partisans
2. Isu 152
3. Is 2
Mod Doc Changes
Ostheer
I have adjusted a lot of these doctrines in my mod but here some other things I have not changed.
1. Jaeger Infantry Doctrine
Too many munition sinks in faction who craves for munition
Ideally either light arty barrage or Stuka close air since they are both targeted abilities while the rest are upgrades.
Edit: There are audio for a Jaeger Light Infantry dispatch so why not a Jaeger Light Infantry dispatch like the OKW but with only 3 stars of veterancy?
2. Storm Doctrine sounds like it could be good doctrine for stormtroopers to make a third doctrine with them.
3. Regal AT mines
This seems like it would an overpowered ability, so why do we not too offen. Is it because Ostheers munitions are too valuable in this time of the game?
Mod Doc Changes
USF
I have adjusted a lot of USF doctrines as well, but if you have any comments let me know.
Mod Doc Changes
OKW
I have adjusted a lot of these doctrines in my mod but here some other things I have not changed.
1. Strum Officer
Mod Doc Changes
UKF
1. Commando Regiment
This Doctrine has 4 Munition based abilities, a bit too much.
2. Tactical Support
People originally only used this doctrine for the OP Arty Cover, but with proper nerfs to arty cover this doctrine has really fallen out of usage.
-in my mod I have adjusted the Recovery Operations to make it more affordable and reasonable.
-The biggest dead ability is the forward observation post. 300 manpower 60 fuel for a garrison to gain abilities which all are expensive. And at 10 Cps, the opponent(s) probability have access to items to quickly destroy these HQs, (if there were any left to use for this ability or in good locations).
Mod Doc Changes
If you all have any opinions on how these doctrines or any doctrine could be improved lets talk about it. I am not part of any balance team or have any special channel to talk with Relic but this could draw awareness for the next patch (if one happens) that could fix these. Fixing doctrines would help make the game more enjoyable and less stale with more and different strategies.
what did you write for the .ABP? I should look like something like this: "..\\..\\..\\soviet\\weapons\\rifle_mosin_nagant_sniper\\rifle_mosin_nagant_sniper.abp",
"..\\..\\props\\parachute\\parachute",
If i remember correctly only very little units have the paradrop animation such as Paratroopers and Falls, all other assume the "T" Stance while falling. I am not sure which other units have proper animators or how to fix it or if it can be fixed.
Wait, how in god's name did you make the USF fighting position be able to take in mortars?
I tried adding mortar teams to it's "inside" option or whatever and it didn't work, or did you find a work-around?
Rather than have mortars garrison inside of the position, this is my replacement mortar position for the Mortar Emplacement. Instead of big and power emplacements, I am going for smaller, weaker, and cheaper emplacments so they have less impact but more expendable. This is how I made the Mortar Position
1. Clone the USF fighting position.
2. Add the Mortar Emplacement's crew, and cut out loader/gunner 2
3. Go ahead and add the weapons and abilities to the mortar position and delete the weapon (not the hardpoint) all of mortar 2
4. Change the construction_ext on construction squad to your desired squad
5. Go to and extract the USF Fighting position .ABP file
6. On the .ABP file I added this:
"..\\..\\..\\common\\vehicles\\syncpoint\\syncpoint",
"..\\..\\..\\british\\weapons\\3in_mortar\\3in_mortar",
I think is what I only did, other than editing the weapons. I can not really remember for its been a bit since I made that part for my mod. For Garrisoning the position you may need to add the weapons to the .abp file?
Destroy cover is actually essential since it clears areas for emplacement positioning. The ability is truly OP but unless one find another way of emplacement building not being blocked by word objects it is necessary.
It could require sweepers or have some cost or longer CD but imo it needed or one could make wire immune to the damage.
With the mortar position smaller and the fact that bofors and 17 pounders are out in the open anyways, I figured, I could move the ability doctrinal to the Demolition Engineers.
Does this mean a bass building could be constructed via research with the construct entity command?
*Note I have not done this thing before.
Base what I am reading in the editor and using the British buildings as a guide:
1. create an "unbuilt" entity place holder building for your HQ and use this as your spawn entity_action for your HQ. Make sure it is the same size than your building or else the there will be issues in the construction stages. Make sure this area is impassable by all units.
2. Create/clone an Upgrade (perhaps the british "tech_structure_1_mp"). This upgrade works with the on_begin_actions and on_cancel.
-set the Target Requirements to you "unbuilt" place holder Unique unit type and owned to player.
-The sequence_action does things one by one instead all at once. First, remove your "unbuilt" place holder by make_dead action. Next, use construct_action to build your building. Your building should be similar to the British 1/2 building in the construction tab. I think the most important thing is the self_construct should be set to true.
-on cancel action it is the same thing but reverse. Same unique type, but instead of make_dead then construct, it will be spawn_entity of the place holder and then make_dead. Why does it not make make_dead to both based on order because I think it fetches the list of targets once and that would be the initial start of the cancel. Have ebps, site_ext, ignore_impass for both structures true. This will help with the spawn_entity action.
I hope this helps, and let me know if you have any more trouble.