Gameman1123

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  • in reply to: Have your Say – Wehrmacht #6127
    Gameman1123
    Participant

    [quote quote=6124]Ideas according to cut content : – Munition Blitz , something that increase munition incomr would be unique. – Some sort of unit that is stealthy and can steal supplies. – Armored Reserve : too bad panzer 3s are not in game. This can be a call-in for pnzer 4 F1s. – Command Panther. – Jager light infantry or some sort of a jager squad. – Manpower Blitz from coh1 :p[/quote]
    Munitions Blitz: From what I remember, this ability makes your Munitions income take a hit, but you get a ton of Munitions immediately. Like Manpower Blitz, it’s designed for when you need Munitions NOW.

    A saboteur for Ostheer? I can see it happening. Not sure if it’s possible, but it would certainly be interesting. Would it be a doctrine specific unit though? Non doctrinal? Can it fight? Etc.

    Armored Reserves: No idea what to put in. Perhaps some lighter vehicles? It’s called reserves, so it’d probably be older versions of vehicles that have been pressed into service to bolster the forces on the frontlines, perhaps some lighter vehicles like the Puma? I’m not sure.

    Command Panther: Basically a plain ol’ Panther tank, but with something like the CMD P4’s buffing aura. Certainly would be nice. Perhaps it can get other abilities to use to support nearby armored forces?

    Jaeger Light Infantry: They’d be a hell of a lot more powerful here. The cut version was a 5 man squad with body armor (like Shock Troops) and 5 G43s. Unable to cap, but can decap much much faster. Can be deployed from ambient buildings. Cost 560 MP though. Adding them would be nice, though they’re definitely going to be doctrine specific I think, since they’re so strong.

    Manpower Blitz from CoH1: No idea what it did. XD

    Some of the other cut content that hasn’t been used in the mod:

    Supply Center: Increased resource income. Can be built by your Pioneers in the vanilla game. No idea if that’s going to make it into the game; resource boosting structures, units, abilities, etc. are generally pretty strong. And if it does make it, is it non-doctrinal? Doctrinal? How much does it boost resource income? Etc.

    Fortified Resource Caches: Pretty self explanatory. Munitions/Fuel Caches are much tougher and harder to kill. No idea if this will make it in either.

    Incendiary Mortar Barrage: Mortars gain incendiary mortars to use. Not sure if this is in the mod or not, but it sounds kinda useful.

    Rapid Production: Already in the game kinda. Would be cool for Ostheer to have a production boosting ability, though I’m not sure how OP that makes them.

    in reply to: Have your Say – Soviets #6123
    Gameman1123
    Participant

    Manpower Blitz was a cut Soviet ability. You lost MP income over time, but you got a ton of MP immediately. Basically it was designed for situations where you need the Manpower RIGHT NOW.

    Also, stuff like the cut “No Retreat, No Surrender!” ability would fit incredibly well in the Soviet Union’s arsenal, perhaps in an infantry focused doctrine. What it did was that your MP income was massively boosted, but your infantry was no longer able to retreat. I think Oberkommando West (Renamed into Waffen SS) has an ability extremely similar to that ability, if not outright identical. For the Soviets, if implemented, this ability would either be an ability that only lasts a certain period of time once you activated it and has a cool down, but doesn’t cost anything. Alternatively, once you select it, it’s passive, meaning that once you select it, you can no longer retreat for the rest of the game, but you’ve got that manpower boost for the rest of the game too.

    Reserve T-34s were supposedly very very terrible. If they were introduced, they’d basically be, yes, less efficient T-34s. They’d have to either compensate with numbers or cheap cost for call in if they were implemented.

    Red Banner T-34/85s, that could go a few ways. Either they’re T-34/85s that, when called in, start out with two stars veterancy (Kind of much, but it fits), or these T-34/85s have different weapons instead of the usual weapons and come with only one star of veterancy. Like I said, instead of the co-axial MG, have a flamethrower instead. Considering that new models can’t be added, I don’t mind if it looks a little odd when it fires. Truth be told, 85mm cannon and flamethrower might seem a little much, but at the same time, considering these are “elite” tanks, they should be making the opponent be like “OH SH*T, RED BANNER TANK! KILL IT! KILL IT!”. Costs a lot, but they hurt a lot too.

    Heavy Howitzer emplacements for the Soviets would be fantastic, but at the same time I am worried that this is going a little overboard. Plus, emplacements is more of a UKF thing (like they need more. XD).

    • This reply was modified 6 years, 10 months ago by Gameman1123.
    in reply to: Have your Say – Soviets #6121
    Gameman1123
    Participant

    There’s a lot of cut out stuff from the game, actually. You guys did reintroduce some of them (Commissars for example), but there are some good ideas in here. I’ll use this video again for the Ostheer thread, because there’s a lot of interesting stuff for that faction as well that were cut out of the game, or changed.

    Red Banner T-34/85s would certainly be nice to have; even if model adding or changing can’t be done, perhaps the call in would be veteran T-34/85s with 85mm main cannons and a flamethrower instead of a co-axial MG. Those exist in RL, in the form of the OT-85. Or, alternatively, Red Banner T-34/85s would be plain old T-34/85s with maybe 1 or 2 stars in veterancy?

    I would like that Soviet Industry passive back in some way. Faster vehicle production and increased fuel income is welcome. Manpower drain, not so much. The passive fits so well too, at least IMO. I would need to check how realistic it is, but the Soviets utilizing their industrialization, manifesting into increased vehicle production for all vehicles fits so damn well. Increased fuel income is also welcome, though the manpower drain sucked. Given the new doctrine trees though, perhaps an idea would be to change the passive; remove the manpower drain, keep the vehicle production and fuel income boosts, but make the passive something that comes near the end of the doctrine, meaning you can’t get it early on.

    I don’t remember if partisans are still a thing in the mod; I would need to check. Perhaps for a doctrine idea, Partisan guerrilla tactics? I don’t really have a doctrine tree, but it’s an idea to consider. Partisans did participate in WWII quite extensively, so it would fit as a possible doctrine the Soviets would use. I imagine it would be very micro heavy, reliant on hit and run, sneak attacks and ambushes, etc.

    Mind you, I’ll have more ideas coming. I’m just spitballing a few ideas for right now as I think up of more stuff. 😀

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