9 Jul 2019, 22:27 PMStormjäger
Could you link the test mod?
Thread: Move Airborne Paratroopers to 1 CP9 Jul 2019, 22:29 PM
Thread: Move Airborne Paratroopers to 1 CP9 Jul 2019, 22:24 PM
9 Jul 2019, 21:40 PMMazianni
Mostly the same. At first, I thought that maybe the SMG upgrade would be okay to leave available from the drop onward, but the spike in effectiveness they give is just way too good at that point. Locked behind tech, the advantages the upgrades give are still really good but won't be overwhelming (hopefully)
Everything else I agree with you, pretty much. Maybe some slight nerfing to the M1 Carbines could be looked at (moving accuracy maybe?) and the Timed Explosive ability definitely needs to be replaced with a satchel, but I think locking the 6th man behind tech and upgrades behind Weapon Racks is a perfectly viable of introducing Paras to the early game for the most part.
Thread: Move Airborne Paratroopers to 1 CP9 Jul 2019, 21:07 PM
Not to toot my own horn, but has anyone tried the test mod yet? I figured that the best way to see if the idea of early Paras held up would be to actually try it, but there hasn't been any feedback on it.
Thread: Move Airborne Paratroopers to 1 CP5 Jul 2019, 08:32 AM
Well, I went ahead and published the mod based on this thread, so please try it out and see if the idea has any merit in practice! Link: Early Paratroopers
This mod aims to make Paratroopers more viable in the early game while also not being overpowered when up against other early game units.
Thread: Move Airborne Paratroopers to 1 CP5 Jul 2019, 02:44 AM
This idea definitely sounds like an awesome way of making Paratroopers viable in the early game, so I went ahead and worked it into a mod, though I haven't released it yet.
I took all your suggestions and implemented them: the LMG Upgrade is locked behind 'Weapon Racks' side-tech, with only the SMGs being available to upgrade from get go. Cooked Grenades I'm split on locking behind side tech, honestly.
As for the Timed Explosive ability, I basically turned it into the Penal Satchel charge.
All that said, I think it'd be a good idea to shuffle Vet 2 and 3 around. That way, Paras get their accuracy boost the latest time possible (in order to mitigate their pressure on early game infantry), but they also gain their received accuracy bonuses faster. Maybe lock their 6th Man behind Vet 2 as well? Those carbines are pretty good, and even just 5 (the amount Rangers have) is nothing to sneeze at.
Thread: What if pathfinders could plant mines?21 Jun 2019, 14:15 PM
I'd prefer they get infiltration instead, so they can lay beacons in secluded spots behind enemy lines, cap points and overall be a nuisance to the enemy
Then later if the beacon is still alive it would be a good place to drop Paratroopers
Thread: Comet tank has been too nerfed.2 May 2019, 21:09 PM
I released my own personal mod to test out some changes to the Comet, but it's not very popular, so I guess I can use it to test out changes from y'all's ideas instead. Any suggestions?
Thread: USF Urban Assault -Feedback23 Mar 2019, 01:21 AM
Would it be possible to give the Calliope some kind of minor buff when used against buildings? Or perhaps a WP rocket barrage, like the Land Mattress? That would definitely be useful and 'Urban' themed.
Thread: USF Urban Assault -Feedback22 Mar 2019, 01:19 AM
Having used the commander now, I can say with the utmost certainty that this commander is, in fact, incredibly useful and yet utterly boring.
Most of it's abilities are great.
'Rifle Grenades' are useful as hell. They let a normally mid-short range engineer unit punch way above it's class and significantly help out it's fellow Rifle squads in the early game, and it's effect on buildings is not one you can ignore. That said, it doesn't really have much to do with 'Urban Assault' as much as say, a flamethrower would. I think this would be better fit as being swapped with the Flamethrower in Rifle Company.
'Dozer Blades' are also useful. They let you take another hit that would otherwise kill you. If you feel like it, they can crush heavy things for you, or make barriers. Perfectly fine. But at the same time, they don't really have much to do with 'Urban Assault' as a concept, and they don't seem to measure up or sync with the other abilities (and that's not getting into the fact that it's only half an ability from another commander...)
'Off-Smoke Map Artillery' is the exact same, but cheaper now. Perfect for saving your ass from anything that might've caught your units with their pants down.
'Rangers' are probably the strongest proponent of 'Urban Assault' in this commander. They're a badass short-range squad that can pack Thompson SMGs and kill anything nearby in short order. And now they're even cheaper. Woo!
The 'Calliope' is better now, but still not amazing, though with a whopping 30 fuel reduction that's perfectly okay with me. I thought this one would be a stretch with the 'Urban Assault' concept, but seeing as it raised images of smashing buildings and Grenadiers with Katyusha rockets for me, I now wholeheartedly approve~
Overall, a mostly good choice of abilities that could give you the edge you need in the right situation. It's just so boring though. There's no theme to it, compared to Airborne with Paratroopers and air dropped weapons, or to Heavy Cavalry and it's Rangers and Pershing tank.
Thread: Replace Tiger Ace with King Tiger for elite troops?26 Dec 2018, 06:19 AM
25 Dec 2018, 20:29 PMflyingpancake
Well I don't know about getting it to the modding teams attention, but I went ahead and made a mod of it going by your suggestion word by word. Hopefully, people will subscribe to it and give their thoughts. Enough people support the idea by playing the mod, then maybe the team will catch wind of it.
Speaking of, here's the link to it: Elite Troops Doctrine: King Tiger
I tried it myself, felt pretty good to call in a KT as opposed to the normal vanilla Tiger. But I'm just a comp stomper, so I have no idea how it would play out vs a real opponent.
In: COH2 Gameplay