I still prefer to use Churchills over Comets as damage sponges, the problem here is that the Firefly fires too slowly and costs too much, what would help in the situation is an Achilles or an Archer Mk 1, both are armed with 17 pounders, both are basically glass cannons as they can deal a fair amount of damage with their guns but can't take a shot for shit.
One is a modified M10 Tank Destroyer while the other is a fixed gun TD on the chassis of the Valentine tank, the Archer would be the cheapest 17 pounder armed vehicle in the game of course but would also as mentioned lack a turret. |
i hate to break it to you but native language for this game is a non-existent priority for relic believe me i tried to contact them in an attempt to have it implemented even so much as to start a community project...it ended in complete disappointing failure
I think I remember your topic on the downed official forums but I know there is a modding way for sure, I know there's still no option about it in game but hey, we can at least hope that they'll add it one day. Until then if I can get this thing to semi-work I'd still be happy about it. |
As a vCoH Axis veteran - Fuck you.
Danke Kamarad, also very mature, I thought this attitude was destroyed along with the old forums, I guess not. Not to mention that Relic mostly brought everything over from the old game but I don't see anybody complaining about that, besides on the Steam forums. |
ISU-122 - A smaller tank and worse gun than the 152 but it would provide a tank of similar breakthrough sorts at a lesser cost.
talking about historical aspects...this is wrong on all levels LUL
Did I mention I'm not really interested in Soviet units? And yeah I understand you guys want a balanced and competitive game but what about those casuals that just want to play for the large scale and unit variety? These models will be needed especially if Relic doesn't gives us the option to import models.
Edit: So the Su-122 turns out to be a T-34 made into an assault gun with a 122mm howitzer, I apologise for my mistake there, but still, the SU-100 should be considered nevertheless. |
Hello, so today after playing with the 2 new British commanders I noticed each Western Front Army now has 8 commanders each and they each now have a "Starter Commander pack" or whatever you want to call it, as well as the near end of the E-sports gaming tournament I'm lead to believe it's the end of the "5 year" plan for CoH 2 as well as the end of the Roadmap they showed us a couple of months ago before the release of the British.
So I'm guessing after the end of the tournament they'll just fix a few bugs, quite possibly add more mod support and be done with the game? I'm not worried or anything if we have have the tools to create new models but if we don't, I would like to make this list of units that to me are at least seemingly missing.
I'll start with the UKF:
Achilles Tank Destroyer - Based on the American M10 Tank Destroyer and modified with a British 17 pounder gun and radio, this tank would basically be a better but more expensive M10, I think it would provide a nice little counterpart to the 17 pounder emplacement and Firefly, where it's more mobile and cheaper than both but provides the same punch and of course, can't take much of a punishment compared to them.
Archer - Another tank destroyer with a fixed gun mount armed with a 17 pounder, I don't see much use in it if the Achilles is added but I decided to have it on the list anyways.
A bit nostalgic from the old game:
Kangaroo - there were 3 variants of this Armored Personal Carrier which saw wide service after it's first use by the Canadians, the "defrocked" M7 Priest variant which was the first one to be used and called "kangaroo" by the Canadians. The second version was an all-out Canadian one, the Ram Kangaroo, basically instead of the Rams lying around collecting dust they were put to use as Armored Personal Carriers as they were deemed too underpowered for frontline duty as tanks. The 3rd and final variant was that of the Churchill Kangaroo, slow but well armored, this kangaroo variant would basically be the most expensive out of the bunch.
25 pounder emplacement?
I was also going to list the Staghound and Cromwell Command Tank here but considering we already have their counterparts I decided against it.
USF:
M5 76mm Anti-Tank gun emplacement - It would basically be the American version of the 17 pounder and PaK 43.
M2 105mm Artillery gun - Static Artillery peice, I think it's missing for the USF, oddly enough I thought I saw such a camoed emplacement in the intro video of AA.
M18 Hellcat Tank Destroyer - One of the fastest if not the fastest tanks of the Western Allies, same gun as the M10, worse armor, small size, cheap. This is probably the culmination of the US Tank Destroyer doctrine, screaming hit and run tactics, this would probably be an even bigger nuisance than the M10 was.
Sherman Crocodile - Flamethrower version of the Sherman, an armored garrison destroyer, perfect for Urban combat where there are too much MGs, Mortars and Snipers around for infantry to fight buildings.
Sherman Jumbo - Perhaps a bit overlapping with the Pershing but it would be a cheaper than it and would just provide a target for the enemy to shoot at while your Tank Destroyers flank or shoot from the back.
90mm AA Gun - AA variant of the Jackson and Pershing guns, it would probably be easier for the USF to shoot down Axis aircraft than with the M15 alone.
Not really interested in Soviet units but eh:
SU-100 and 122 - Improved Armor and Guns, more expensive than the SU-85.
ISU-122 - A smaller tank and worse gun than the 152 but it would provide a tank of similar breakthrough sorts at a lesser cost.
ZiS-2 57mm gun - Cheaper than the ZiS-3, this is a dedicated Anti-Tank gun with better penetration and longer barrel, no field Artillery Abilities.
T-26 and B-7 light tanks - Soviet Light Tanks- the T-26 is slower but better armored while the B-7 has a similar gun but wayyy faster performance because of it's engine and light armor, one shot and it's dead tho so be careful. I think there is a destroyed T-26 even present in the game.
BA-64 Armored Car - Soviet Armored Car, cheaper and worse than the German 222.
85mm Air-Defense Gun M1939 (52-K) - Basically the AA variant of the SU-85 and T34-85's guns, gives the Soviets better AA capabilities.
Wehrmacht:
Wespe SPG - A LeFH 18 105mm gun mounted on a Panzer II chassis making a small and powerful Self-propelled artillery peice being able to keep up with the main Panzer forces.
Jagdpanther - Cheaper counterpart to the OKW Jagdtiger and Elephant, it would provide the same performance as the Elephant's gun but it would be faster and as already mentioned, cheaper.
I won't mention Hetzer as it's already in game but yeah, a dedicated small, cheap and light tank destroyer wouldn't be too bad with it's actual gun.
Nebelwerfer? - Considering there's already the Panzerwerfer this would probably be a cheaper manned version.
FlaK 88 - You know it from the old game, best AA in the game, doubles as a 360 degree rotating Anti-Tank gun.
FlaK Verling - 40mm quad AA gun, perhaps the counter to the OKW's 2cm? It would also give the Wehr somewhat better AA capabilities against Allied Air forces.
OKW:
As already mentioned for the Wehrmacht, the 88.
Hummel and Nashorn - Since both are based on the same Panzer III/IV chassis I decided to include them in one spot, the Hummel is an SPG armed with a 150mm Artillery gun while the Nashorn is armed with the fearsome 88mm Anti-Tank gun. The Hummel would provide the OKW with mobile Artillery firepower while the Nashorn would provide them with cheaper Tank Destroyer means than just the Jagdpanzer and Jagdtiger as it would be armed wit a gun somewhere in between those 2 but be less armored than the Jagdpanzer, meaning 2 shots and it's out, if not for only 1 by the heavier Allied anti-tank weapons.
I'm thinking of updating this list if I think of anything else or someone would like to add something. Cheers.
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Hello, so from what I understand from this Steam guide: http://steamcommunity.com/app/231430/guides/#scrollTop=100 is that the Eastern and Western front armies have different voice files but the Brits have a separate one, so I was wondering if it's possible to have the Eastern and Western Armies have German voices while the Brits still speak English? I've done it before a long time ago for CoH but I don't exactly remember how to do it and I'm mostly playing OKW and UKF so I have nothing against having the USF and Soviets in German as well. Thanks in advance for any help. |
Indeed, out of all the ideas for a commander themed around advanced fortifications, the lack of tank traps seems odd. They can easily just add it into Defensive Operations and limit it to Sappers. But I suppose the thinking was that a faction with the best emplacements and tank traps would be overpowered. Understandable from that standpoint, though I would think some adjustments like taking longer time to construct them (plus the ability for all sides to simply target tank traps to destroy them) would alleviate that concern.
To be more accurate, 250 manpower+ 75 munitions repair station, though in many a case you would want the additional 200 manpower for forward retreat anyways.
Medics would prove redundant given the non-doctrinal upgrade, if anything Sappers should have it as well, or at least make the damn aura bigger.
If UKF went back to drawing board though I'd agree that forward assembly just deploy medics via upgrade, or even do the CoH1 method, where the heal ability is done by the building rather than unit.
Cool down for toggling, not cooldown for firing. Obviously there to prevent quickly swapping between building stuff and shooting, but the tidbit was for general FYI.
To alleviate the range limit is simple: either the player can target a specific area so rather than a gigantic short range aura, you merely pinpoint the general location it overwatches. Being a single howitzer with slow firing rate it's not going to saturate anything unless it stops moving. If it's artillery then it's a true counter; if it's anything else it's a deterrent/ area denial of sorts.
The OKW Fortifications doctrine gives the Oberkommando PaK 43s, Trenches, 2cm flaks and tank traps, I see nothing wrong with giving Brits the same options, when you come to think about it, the OKW are the most defensive Army right now if you go Fortifications.
It's 450 to me since I just use them as repair stations and nothing else, I almost never do the useless upgrade since it's useless as we already said and I only do the forward retreat on one of my FAs, maybe 2 or 3, at the most, but not more. So yeah, making 450mp repair stations in a small area to make a quick repair garage is fun but the problem is you need to defend that same area and you need to drive your tanks all the way back but eh, I suppose it's kinda worth it.
I still think Overwatch or Sector Artillery would of been better choices but that's just me, for now I only want a buff to it's range, nothing else. |
Defensive Operations (IS squads can build emplacements like REs) is reasonable- you cannot build the emplacements until you reach the tier or reserached Bofors, so it's not like some cheat. Their repair icon is unique, which is fine, but I prefer if it was the classic one, as it tends to imply it's something special when it isn't.
I have to agree with the Advanced Fortifications upgrade; despite costing 75 munitions, it seems to make no difference against attacks. If anything I'd say it performs worse when subject to artillery barrages....that or the enemy was consistently lucky. But then again the text only indicates a small amount of extra health; the real boon apparently is immunity to small arms...which is hardly the biggest concern for the vat majority of emplacements in this game (USF's pitifully weak Fighting Position excluded- if there's a buff needed, it's for that).
Advanced Assembly's doesn't seem very useful: I can imagine it's of some use once vehicles come in, but then the enemy can quite easily just target the Advanced Assembly. At least when fighting Soviet's version through their Industry Tactics unlock, that building only costs 75 munitions, no manpower required. Doubly unfavourable if the sappers spawned also consume population.
And like someone says, the sappers will repair things that are fighting...including said Forward Assembly that is taking damage from attack.
Personally I would rename the ability to "Repair Assembly" to more clearly indicate it's purpose.
Counter Barrage only works against artillery units found and firing at your men, and there is no indication of a range limit; if there is, then this clearly makes the ability useful in small maps but useless in large ones. The ability also disables build/ research capabilities when toggled (with a 110 second cooldown when untoggled). It will even pause anything currently building. If I have to make a suggestion for improvement it's that the build times are doubled rather than disabled. You cannot build new units after that, so you have to commit the resources first if you want to queue units up, and the build time penalty still gives risk reward. As for the range, that introduces limitations that the 25-pounders never originally had. I was actually thinking it was something you can toggle onto a target location, like in CoH1. That way, you can still utilize the IS's coordinated strike ability, and need to maintain constant LOS to be useful.
Precision Barrage looks powerful, but more often whenever used, it only eats away at vehicles' armour; their main use is instant offmap engine critical and stun. I even fired it onto an ally's ambulance (AI ally, don't get your knickers in a twist) and it just took a smidge of health. There's hoenstly nothing precision or even artillery about this ability; if Relic wants these sort of reslts, then they simply need to rename and edit the text to indicate it's true benefits. As-is, the ability just disables vehicles caught in the barrage. The barrage itself looks impressive, I would mistake it for I&R Pathfinders' artillery barrage. But in other factions we have more powerful, more generalist artillery abilities that do more damage that comes earlier and at a cheaper cost.
Overall commander isn't really bad, its just clearly rushed out for teh profits. Did we have some alpha or beta on it?
I said it was ok, I really have no problems with it, I mean, that's where this commander shines after all, and you can't really expect by-passing the requirements and just build a 17 pounder right from the get go lol, so I really don't understand why the need for you to explain what it does.
The Fortified upgrade... yeah, even if it makes them immune to rifle fire... you can't really expect the enemy to just sit around and shoot at your emplacement all day, they'll be losing in for a grenade toss or something for sure so it's pretty useless to me. A buff to what it does, a nerf to it's price at the very least or a replacement of it by my suggested Tank Traps for the Sappers is a bit better if you ask me.
I said that it repaired during combat in the OP, I guess you didn't understand or read that part or something. But yeah, like I said it just feels like a 450 man power repair station at the moment. Repair Assembly sounds a bit better, since when I first heard "Advanced Assembly" I also thought medics would pop out as well so it can truly become a forward base of sorts, I mean, yeah, you got the medic and flare upgrade on the infantry sections but what if you decide to go all out Sappers or something? A Medic hanging around by the forward base will always be handy, especially for the price you're paying right now, add 10 more man power and I can get a 4 man (5 if upgraded) Sapper squad to basically do the same job, it costing munitions would of been a bit better if you ask me.
I know what counter-barrage means and does, and yes, I cannot see it's range but as I already stated, it's basically useless on anything bigger than 2v2 maps, which makes it basically useless, and if it does have a cool-down what's the problem for it not having a range limit? Just make sure your arty peices fire and move, at least this is a nice counter to the pesky German arty peices that make minse meat out of British emplacements and of course, it's a risk reward system, you can bait me to active it on my base and then just pop out a Panther and attack me while I'll not be able to counter you since my base is on cooldown, which is a valid tactic if you ask me, doesn't make it OP or anything. Or yeah, what you suggested, units just build twice as long.
Precision Barrage sounds more like Disable barrage to me but yeah... like I said, can't really expect anything at 10 CP and 200 munitions.
Yeah, probably, they'll come back to it after a couple of months once they nerf and bug fix it probably since the community will be crying that most of the abilities are useless. |
The first ability is ok, the 2nd one, Improved Fortifications adds negligible armor and HP to emplacements as I have noticed they still get wiped by Arty barrages even when braced, IMO it's pretty useless for 75 munitions.
My suggestion is either buff it or replace it with Royal Engineer tank traps, just an idea, since the most defensive faction in the game is lacking tank traps to all other Armies who have it either by doctrine or by default (that being the USF).
Advanced Assembly repair sappers repair emplacements during combat, I believe this is a bug, I also wouldn't mind some medics popping up but that's just me I suppose, might become a bit OP, but all in all you're basically paying for a 450 repair station that can also repair emplacements as well as vehicles, which should be universal but that's another question.
Counter Battery is useless in anything bigger than 2v2 maps, for example I played a game on Sittard and the guns never fired at the enemy, not even once.
Precision Barrage is, to me, the weakest barrage out of all of them, for 200 munitions you're basically getting a few 25 pounder rounds to the target area, but at least I've noticed they shock tanks quite well. I would have preferred sector artillery or an Overwatch ability but yeah... that's just me again I suppose.
All in all the commander is fun to play with until end game where you can basically just make Garages with the Forward Assemblies upgraded with the repair sappers and just drive the tanks back for instant repair instead of making Sappers, which basically really makes the Sappers useless here, I got Infantry Sections to cover building and emplacement repairs, as well as building emplacements, repair sappers for mine and my teammates' tanks and emplacements/buildings and... well, that's basically it, to me 2 out of it's 5 abilities are fun, the rest... not so much since they're mostly useless, not to mention it's a pain destroying an upgraded emplacement when the fighting is far from it and you need the population cap and space.
Das ist all, have a nice day. |
The first ability is ok, the 2nd one, Improved Fortifications adds negligible armor and HP to emplacements as I have noticed they still get wiped by Arty barrages even when braced, IMO it's pretty useless for 75 munitions.
My suggestion is either buff it or replace it with Royal Engineer tank traps, just an idea, since the most defensive faction in the game is lacking tank traps to all other Armies who have it either by doctrine or by default (that being the USF).
Advanced Assembly repair sappers repair emplacements during combat, I believe this is a bug, I also wouldn't mind some medics popping up but that's just me I suppose, might become a bit OP, but all in all you're basically paying for a 450 repair station that can also repair emplacements as well as vehicles, which should be universal but that's another question.
Counter Battery is useless in anything bigger than 2v2 maps, for example I played a game on Sittard and the guns never fired at the enemy, not even once.
Precision Barrage is, to me, the weakest barrage out of all of them, for 200 munitions you're basically getting a few 25 pounder rounds to the target area, but at least I've noticed they shock tanks quite well. I would have preferred sector artillery or an Overwatch ability but yeah... that's just me again I suppose.
All in all the commander is fun to play with until end game where you can basically just make Garages with the Forward Assemblies upgraded with the repair sappers and just drive the tanks back for instant repair instead of making Sappers, which basically really makes the Sappers useless here, I got Infantry Sections to cover building and emplacement repairs, as well as building emplacements, repair sappers for mine and my teammates' tanks and emplacements/buildings and... well, that's basically it, to me 2 out of it's 5 abilities are fun, the rest... not so much since they're mostly useless, not to mention it's a pain destroying an upgraded emplacement when the fighting is far from it and you need the population cap and space.
Das ist all, have a nice day. |