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> Kriegsbeute Doctrine|Partisan Rework|British Infantry Rework|Soviet Assault Squad <
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> Kriegsbeute Doctrine|Partisan Rework|British Infantry Rework|Soviet Assault Squad <
Post History of Mr. Someguy
Thread: Is the following blobbing?29 Jul 2020, 20:57 PM
Typically blobbing is just selecting all your infantry units and issuing one move order. Personally if I were to define it, I would say 4+ units in a group qualifies as a blob. In: Lobby |
Thread: Shock grenade28 Jul 2020, 04:56 AM
In: COH2 Balance |
Thread: Shock grenade27 Jul 2020, 21:12 PM
It's fine, Shock Troops are premium anti-infantry specialists. Rapid destruction of enemy infantry is their only job. As far as the Mk 2 goes, you're paying full price for something you have to pay to unlock, so as far as I'm concerned their cost should go down. In: COH2 Balance |
Thread: Partisan Tactics Rework27 Jul 2020, 05:59 AM
This is very well thought out, props to that. That said I disagree with a fundamental issue of that being a replacement infantry. Thematically I like to think of Partisans as a more 'behind the scenes' unit, maybe more like Ostheer Stormtroopers. Oh,why not make SMG or other squad be weapon upgrade for normal Partisan I have sort of thought of another way to do it, allow Partisan Sappers to upgrade to Tank Hunters for free, replacing their abilities in the process. Tank Hunter Package may be linked to Partisan SMG squad's Command Point so you cannot access it early on. That would reduce the number of units by 1 and open up a slot for an ability. I'm split on what the ability could be though. I've come up with 2 proposals, each with their own ups and downs.
The problem with Disruption is it conflicts with a new idea I had for Partisan Sappers to also take on a role of discreetly sapping a sector's resource income, like the CoH1 Funkwagen. The problem with Common Defense is that there's no real precedent for AI controlled soldiers taking the field, and I am unsure how viable it would be. In: COH2 Gameplay |
Thread: SU-76M25 Jul 2020, 19:50 PM
I would not be opposed to giving the Su-76 a smoke barrage. The soviets have a real lack of smoke options(only 2 including doctrines). Doesn't the mortar have a smoke barrage? In: COH2 Balance |
Thread: Main gun crit24 Jul 2020, 03:49 AM
Exactly this. In the beta it was hilariously annoying because those crits happened for nearly every vehicle impact. You could easily lose a tank because you got a chain of Gunner Injured/Driver Insured/Crew Shocked over and over without being able to retaliate. It made tank battles extremely RNG based to an absurd degree, and was quickly removed from the game. In: COH2 Balance |
Thread: Partisan Tactics Rework24 Jul 2020, 03:40 AM
Why does every commander idea have to include superunits? Trying to make up for the lack of late-game potential otherwise by giving them a more powerful Partisan themed unit. In a way it's an interesting inversion to both Partisans, who are cheap and arguably expendable, and Soviet Infantry who generally fair better at closer ranges. Using an MG 42 from Grenadiers is a pretty modest choice of weapon Machine Gun, ironically most of their firepower comes from the three Kar 98's. I like some ideas like the irregulars and the sappers, but I think the commander is overloaded with infantry choices like this while not having any late game play. Yeah that was my other main concern, it's too infantry heavy, but I didn't know what to do about that. I didn't want to part with the Sappers or the Irregulars, and getting rid of the Partisans or Tank Hunters is right out... I actually did want to add the SVT Crate Drop because the idea of dropping weapons was fitting. I also wanted the ability to produce whole weapon teams like in ToW too, but couldn't fit it in anywhere. I settled on the Rally Point being able to spawn select crew weapons instead as a compromise to both. There was a fun idea by the mod from AE where you instead merged partisan squads into one ability, which spawned them before you chose which upgrade you wanted (similar to stormtroopers). This would free up slots for something else. I am lenient towards anti-infantry landmines, as they're congruent to the theme. This suggestion seems like a good one, combine Partisan/Tank Hunters and have them act more like Stormtroopers. The main drawback here is you can't just pop an SMG squad out of a building. Maybe it would work if the Sappers could upgrade to the Tank Hunters instead? The ONLY thing Partisan commander needs is vet improvement for AI partisans, like 5th man at vet2 or 3, this way they would still scale into late game and be able to contest some infantry, but would still be at disadvantage in any open fight they didn't opened with ambush. I disagree, Partisans struggle because they're a one-trick pony. The Tank Hunters remain relevant for sure because they have a Panzerschreck and a snare, but the Partisans with SMG's simply don't carry much value once they've popped out of the house. That's why I added the ability to send them off map for a refund. One cool idea someone posted once is to shuffle around the costs of the commander abilities to make them more realistic and unique. I.e. IRL you wouldn't employ Partisans, but rather just arm them, so deploying Partisan squads ingame could cost munitions rather than manpower. Then abilities like the Spy Network make use of employed agents so they could cost manpower rather than munitions. About not actually employing them yourself, I had actually considered this outlandish idea that one ability could be a Partisan Resistance in which uncontrollable individual Partisans with a random array of weapons are spawned camouflaged throughout the target sector to attack enemies for the duration of the ability. Individual Partisans may also attempt to retreat off-map when their health goes low instead of dying. It was a really cool idea, but I don't know the feasibility of it, and depending on limitations it might ultimately be far too strong (let me just plop this in my opponent's fuel/cutoff) or far too weak (the opponent has a tank or two and just deletes all the partisans piecemeal). Was still a cool idea though and probably a heck of a lot more interesting than 4 call-ins, just untested and potentially unfeasible... I would also replace radio intercept with “disrupt supply lines” The problem with something like that is there's really no counterplay, nothing the other player can do to mitigate or avoid it, it'll just happen. It wouldn't be interesting or fun to play against. Well then, let me share a history knowledge with you: That's pretty much what I based my Irregulars on, the veteran soldiers hiding among the civilian population and waiting for the front to catch up with them once again. In: COH2 Gameplay |
Thread: Mobilize Reserves idea23 Jul 2020, 23:45 PM
I'd like to see the SU-76 get +30 damage at Vet 2 for a total of 160, the standard. It'd still start out weaker but if you stick with it it'll be better off. In: COH2 Balance |
Thread: Partisan Tactics Rework23 Jul 2020, 09:19 AM
Some cool ideas but ithink removing mark target from the commander is a pretty big nerf I viewed Mark Target as kind of a filler ability, it's in several other doctrines already, and has nothing to do with Partisans. But it is useful for sure, I did wonder if I should have kept it and somehow combined Sappers and Irregulars, but it is impossible to reconcile; Sappers are meant to be early game and no better than unupgraded Combat Engineers at fighting while Irregulars are late-game elites who are very good at infantry combat. Do your soviet irregulars cost 340 mp and 34 mp reinforcement? I haven't price checked Obersoldaten lately but I assume that's where you got the numbers from? I intentionally left exact numbers out, but yes they would have a premium cost. Not as much as Obers because I didn't plan for them to have the magic MG 34, but too expensive to spam or blob. In: COH2 Gameplay |
Thread: Partisan Tactics Rework23 Jul 2020, 06:26 AM
Unlike my usual ideas this one is more spit-bally and I'm not sure how well parts of it will work, mainly the Sappers and Rally Points. Nevertheless I've decided to post it, because Partisan Tactics is kinda a crap shoot anyway. The main ideas I was trying to build off of were something dynamic and befitting the theme of an irregular force supporting a regular army.
Partisan Tactics Partisan Sappers![]() Partisan Sappers cannot capture weapons, but they can salvage weapons and wrecks. They can plant timed demolition charges and landmines. They may also construct Rally Points to act as forward retreat and reinforcement for Partisan squads only (includes irregulars); the Rally Point can also deposit an unmanned MG 34 or GrW 42 to be taken and used. Partisan Sappers may be recalled for a partial (possibly full?) refund. Sappers may appear as female Partisans, because we miss 'em. I wanted them to be exclusively female (hence cannot capture weapons because that causes issues with voiceovers) but I cannot find a squad icon to use for that. I'm not sure if one ever existed. Partisan Squad (SMG)![]() More or less the same as Live. Partisan SMG squads can be used to ambush enemies from buildings. After entering the field they may be used to camouflage in cover and ambush enemies with a First Strike bonus. Alternatively, they may be recalled for a partial refund. Tank Hunter Partisans![]() More or less the same as Live. Tank Hunter Partisan squads can be used to ambush vehicles from buildings. After entering the field they may be used to camouflage in cover and ambush enemy vehicles. Alternatively, they may be recalled for a partial refund. Spy Network![]() For 15 seconds, all Units and Buildings are visible on the mini-map. This does not give vision for off-map strikes, but you can see the unit type, if not in garrison. Soviet Irregulars![]() Battle hardened partisans formed of Red Army personnel encircled during Operation Barbarossa. These men have recently linked up with the Red Army and may be enlisted from Headquarters. (Soviet Irregulars are equipped with Obersoldaten Kar 98k's and a Grenadier MG 42) In: COH2 Gameplay |
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