They're a lot more independent, since they have three carbines, which are a lot more useful when shooting at soldiers who have over 40% of health
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Logistics and rear security doctrine:
Frontline troops are well suplied and supported from the rear while flak emplacements protect the supporting units and structures
1CP: If a kettenkarnad model cant be used a kubel with removed or permanentaly destroyed/deactivated MG, can be called in. Has abilities: Repairs, Healing, Weapon drops: LMG34 and Panzerbusche, Capping
1CP: Caches can be built
3CP: Flak emplacement
4CP: Sturmpios become upgradable with heavy package: mirrors the brit anvil sappers upgrade, LMG34s instead of Vickerses
5CP: Hauptmann- US major equivalent |
Sabotage doctrine: Fuck the enemy behind his lines, then obliterate the weakened frontline units
1CP: If a vCoH Ketttenkarnad model cant be used, try an OKW kubel with either removed or permanently destroyed and deactivated MG.
Following abilities: Stealth, De/capping, planting schu mines, planting demos, smoke pop
2CP: Storm tropers
3CP: HT can now set up and cloak in an enemy territory, secretely draining some of his resources
8CP: Mark target, but instead of increasing recieved damage, it de-buffs the main gun of the vehicle (implying a sabotage)
12CP: Close the pocket |
Also, there is another thing
JLIs and Assault engies are confirmed getting nerfed
Im not sure if this is gonna be Relic work only, but if not and the community balance/modding team will be involved, Id like to remind you, to not, for once, repeat the typical mistake of nerfing units into uselesnes with lowering all the stats at once and increasing the costs at the same time
With the nerfing, this time, BE VERY, VERY SUBTLE!! |
Maneuver regiment
Allows the faction a lot more mobile and agressive playstyle
0CP: Strike team- unlocks Recon sections and assault sections in the starting building. Recons have commandos like stealth, a scoped lee enfield with crits,the interogation ability and build beacons.
Assaults have 2 thompsons and 2 stens, OKW incendiary nade, smoke, and a fire selecter attachment so you constantly switch between semi autos for mid range and full auto for short range
2CP: Lend lease- unlocks a 50cal and a US mortar HT in the HQ
3CP: The sections cover bonus from Mobile assault
4CP: Smoke Raid OP from commandos
4CP: The special weapons M3 truck |
Does reusing stuff from CoH1 count as in-game stuff or would that be considered as adding new models (i.e. not allowed) ?? |
Unit Preservation Company:
0CP: Scout Counter-Sniper: One soldier with a Pathfinder/Ranger/Ghilie uniform comes onto the field. Huge Line of Sight, has a sniper rifle with 0 damage, but 100% damage against snipers (via target-tables)Of course, camouflage. Has shared veterancy
0CP: Riflemen field defenses
2Cp: Springfield rifles: Riflemen can be upgraded with three springfields to lower their close range, but boost their long range DPS
5CP: Heavy Ranger Squad: Five rangers with body armor and movement penalties. Extreme durability, they create sort of a shield for other troops. Upgradable with either AT satchel of 30cals (mutually exclsive)
6CP: Smoke pop: Riflemen squads will detonate smoke grenade upon retreat (viz Commandos)
Theme: Less focus on power, more on survival-ability and long term atritioning
You spot MGs before they pin you, dont have to put riflemen into dangerous proximity, distract the enemy with durable squad and if you´re gonna play dangerously anyway: Smoke pop will save your squad.
P.S. The commander profile pic should be a guy who stacked 3+ helmets on his head |
I applaud the fact that Brits have (finally) AT-Grenades but...
can you (Relic or Balance Team or both ) give IS the AT-Grenade and the RE the ability to build the Munitions and Fuel Caches????
It would be fine if the IS get the grenade even at Vet2, i am only saying that because some might say that they would be OP if they have it right away.
And you could give the RE the healing ability so the IS would not have that much utility.
Please, please and pretty please????
Imo this reversed design (from all other factions) does not add anything to the "asymmetric Balance" argument.
I disagree
The AT nade on sappers is actually a huge thing in balancing area, since it helps to reach the precious vet2 faster, given what a shitton of exp. snaring awards + its more natural to keep sappers near vehicles, as they repair them, rather than mainlines who will be scouting ahead, so when a surprise flank rush comes, the sappers can perfectly cover the retreat of a damaged tank
The downside is, gettin IS to vet3 is such a drag...
Im however not sure, what the logic behind IS building caches is... perhaps they didnt want to starve the faction of repairs by keeping sappers preocupied, like Ost sometimes becomes |
Another good addition would be some dedicated anti-MG unit or ability
Nowadays, The volks blob just walks over Maxims and Vickers frontally, but if that gets fixed, all They have is a Leig, which is just a soft-counter and a Stuka- which either comes too late or makes your armor come too late and other stuff that is either doctrinal or also comes too late |
Yeah good idea, let's put all buildings near points because its very DIVERSE and sucks to be USF, UKF, OKW players, go off themselves. Screw balance, historical diversity fuck yeah. Do you also want to put stone buildings next to cutoff because its fun yeah?
If its just a few maps like that, then yes, it wouldnt be boring. The US and Brits having trouble with it is a problem that the faction designers should have forseen and solved
Of course the thing that nearly every map in the game has overdominant buildings is a shame, but a couple of them... no problem |