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Re: Wish List

Posted: Tue May 14, 2013 5:59 am
by SnowBlaZeR2
I'm not sure why my previous post didn't go through.

Unit: M-ATV
Place in Tech Tree: Replaces HMMWV at Tier 2.
Reason for the Unit: We don't use the HMMWV for combat operations very often. The M-ATV could transport troops, and allow them to survive with low health if destroyed.

Unit: M109A6 Paladin
Place in Tech Tree: I don't know, wherever it would provide the most balance.
Reason for the Unit: The US needs something to counter the PLA artillery better.

Unit: Force Reconnaissance
Place in Tech Tree: Replaces MARSOC (MARSOC replaces SEALs)
Reason for the Unit: Force Recon and MARSOC makes more sense for a Marine faction. I like the models for MARSOC, so I'd keep those, and maybe switch the SEALs model to Recon.

Unit: Rangers and Delta
Place in Tech Tree: Replaces Airborne and Green Beret
Reason for the Unit: These units are more realistic for the type of combat CoH brings. Green Berets are more of a guerrilla force, where Delta are the best in the world at direct action and reconnaissance, two roles the current units are filling. If for nothing more, they are way more badass. ;)

Unit: AH-1Z Viper
Place in Tech Tree: Replaces Apache for Marines
Reason for the Unit: Marines wouldn't be likely to receive support from the Apache.

This one is mostly just for fun.

Unit: SOCOM
Place in Tech Tree: Separate Infantry Building
Reason for the Unit: I'd just like to see this aspect of gameplay worked in. A new faction or doctrine would be fun, but another idea would be to add in a SOCOM "TOC" where you could build units like Delta, DEVGRU, PJs, etc. I have no idea what that would create as far as balancing, but I can't imagine it would be anything easy.

Re: Wish List

Posted: Tue May 14, 2013 8:46 am
by South
SnowBlaZeR2 wrote:I'm not sure why my previous post didn't go through.

Unit: M109A6 Paladin
Place in Tech Tree: I don't know, wherever it would provide the most balance.
Reason for the Unit: The US needs something to counter the PLA artillery better.


Paladin is already in the mech commander tree.

Re: Wish List

Posted: Tue May 14, 2013 9:16 am
by spartasmaximus
South wrote:
SnowBlaZeR2 wrote:I'm not sure why my previous post didn't go through.

Unit: M109A6 Paladin
Place in Tech Tree: I don't know, wherever it would provide the most balance.
Reason for the Unit: The US needs something to counter the PLA artillery better.


Paladin is already in the mech commander tree.



I think he meant it earlier than the tree, given the rocket pod.

I actually changed my mind on this issue. I would reduce the accuracy of the rockets further and leave each as they are.

Unit: Rocket launcher truck :P
Place in Tech Tree: As it is, but reducing accuracy
Reason for the Unit: Because the paladin outguns this, however given the early role of the rockets, and their easy acquisition, would bring some balance to the equation. Not changing any units or adding any, simply lowering the accuracy of the rockets, not touching range or damage.

Re: Wish List

Posted: Tue May 14, 2013 9:17 am
by SnowBlaZeR2
South wrote:
SnowBlaZeR2 wrote:I'm not sure why my previous post didn't go through.

Unit: M109A6 Paladin
Place in Tech Tree: I don't know, wherever it would provide the most balance.
Reason for the Unit: The US needs something to counter the PLA artillery better.


Paladin is already in the mech commander tree.


Sorry about that. I meant it should be build-able as the PLA is. Just something to deal with those stupid rocket campers.

Re: Wish List

Posted: Tue May 14, 2013 12:51 pm
by Wingflier
Doctrine ability: Forward deployment
Cost: 3

Allows the U.S. faction to establish forward bases in buildings like in vCoH. Also increases the speed which infantry are produced by 50% from all structures.

Army: Can produce Riflemen, MG Teams, and Mortar Squads from forward bases.

Marines: Can produce Marines, MG Teams, and Snipers from forward bases.

Re: Wish List

Posted: Tue May 14, 2013 4:00 pm
by South
Here's some advices from my friend Firehawk-F:

Unit: ZSL-92/92B APC
Place in tech tree: Tier 3 replace ZSD-89 APC
Reason for the unit: ZSL-92 is a 6x6 wheeled APC, with an automatic 25mm chain gun.
ZSL-92A can be upgraded to ZSL-92B, which has a 30mm chain gun, and a HJ-73 launcher.

Unit: PTL-02
Place in tech tree: Tier 3 replace Type 86 AT or Upgrade from ZSL-92
Reason for the unit: PTL-02 is a 6x6 wheeled assault gun, with a 100mm cannon on it. Fast speed and poor armor.
PTL-02 has the same chassis as ZSL-92, it can also be an avaliable of ZSL-92.

Ability: LT-2 laser-guided bombs
Place in tech tree: Future is Near commander tree replace PHL-03 barrige
Reason for the unit: An JH-7 will throw a 500kg LT-2 laser-guided bomb at target position.


------

and here's some advices from my friend asd56

Upgrade: Advanced tactical training
Place in tech tree: Future is Near commander tree replace disciplined fire
Reason for the upgrade: Increase the speed of veterancy of unit, and provide extra precision for infantry with increasing of verterancy.

Unit: Type 63 107mm Rocket Artillery
Place in tech tree: Tier 3 replace Type 81 MRL
Reason for the unit: Type 63 107mm is a light-weighted towed rocket artillery. It can launch 12 rockets within 9 seconds, and distract quickly after launching. Type 63 Rocket Artillery is able to make single fire like mortar and use camouflage when in cover.

Ability: PF-89 Antitank Rocket
Place in tech tree: PLA Regular
Reason for the ability: Because of the enormous pressure from millions of soviet tanks during Cold War, PLA infantry emphasis on shouder-fired rocket launcher, even snipers are asked to takes a PF-89 during operation. PF-89 is a shouder-fire, disposable rocked launcher just like AT-4.

Ability: Suppresive fire
Place in tech tree: PLA Regular replace precision shot of Type 88 Marksman Rifle
Reason for the ability: Type-88 Marksman Rifle is public known imprecision as a sniper rifle, even good shooter are unable to give a precision shot out of 300m with Type 88. For this reason, soldier use Type 88 for suppresion rather than giving a precision shot.

Re: Wish List

Posted: Tue May 14, 2013 5:06 pm
by Campaigner
Unit: Tier 3 or 4 Rocketruck
Place in techtree: Same
Change: Shoot a lightflare so we can scout better.

Unit: PLA AT-gun
Change: Cheaper or wider arc of fire or longer range. Wouldn't mind 2 out of 3.
Reason: It's too expensive and has a really narrow arc of fire.

Re: Wish List

Posted: Tue May 14, 2013 6:53 pm
by The Soldier
I tried to balance the AC-130 OVerwatch. It's got an Overwatch area, and bombards the area if the enemy comes into it, like the Overwatch from the 25 Pounder. There's a long delay in between the actual 105mm artillery shells, less for the 40mm and 20mm.

The PLA AT gun is very effective versus armor in Harcore, it can even penetrate and do some damage to an Abrams at max range. :) Standard is a bit tricky, though. There, it does have a small arc of fire.

Back to the ideas, here's another one:

Ability: Precise Shot
Place in Tech Tree: Veterancy Ability for Palidan. At vet 1, it gains this ability. It fires one, accurate round at the specific point.

Re: Wish List

Posted: Wed May 15, 2013 1:42 am
by ubermensche
I want to suggest 2 abilities:
1) M1028 Canister round
Ability for: M1A2 TUSK
Cost: 75 munitions/shot. Cool rate: 60 seconds
What does it do? Makes the crew fire a M1028 Canister shot. Much like the Stuart of the British from vCOH, but much stronger, considering that each round has over 1000 tungsten balls . In fact, one shot will have the ability to shred an entire infantry squad or more if they are closely packed. Also, unlike the Stuart, it doesn't target one specific squad but a whole area.

2) Thermal sight
Ability for: M1A2
Cost: 75 munitions to install
What does it do? The installation of a thermal sight gives the crew of the Abrams the ability to spot enemy infantry and vehicles in the fog of war, 10 meters beyond the normal sight range. It also gives the crew of the tank an accuracy bonus. But be careful, because these sights can be damaged by PLA snipers and RPG troopers.

Re: Wish List

Posted: Wed May 15, 2013 4:32 pm
by SnowBlaZeR2
Since you guys said "Wish" List, here you go. ;)

I've mentioned this before, but just wanted to get all my thoughts in one place. A SOCOM faction would be more ideal for an infantry only game and would add SOF from around the world, if that were to happen. ;) I think SOCOM would add a whole new dynamic to the game, but JSOC would be another option for a doctrine as opposed to a whole faction. JSOC doesn't really have the structure to make up a faction, but I think would be perfect for a special operations doctrine. My idea would be to replace one of the doctrines from the Army and Marines, similar to the reward faction so you could turn it off if you didn't want to play that aspect. I have no idea if that would work, or if any of what follows would work, so bear with me.

Doctrine: Special Operations

Left tree:

Ranger QRF:
Call in a helo insertion of Rangers from the 75th Ranger Regiment, upgradable with Mk 48 7.62x51mm Machine Gun or C4/Javelin AT System (whichever you guys think works best).

Delta Raid:
Calls for the support of a direct action special mission unit from the US Army 1st Special Forces Operational Detachment - Delta with the ability to clear enemy personnel from buildings and return them to your base for interrogation (reveals enemy base for a short time).

AFO:
Call in a HALO inserted six man team of Delta, DEVGRU and AFSOC personnel(Pararescuemen, works similar to SARC)(CCTs, equipped with AN/PED-1 LLDR for Apache/AC-130, A10 Close Air Support), upgradable with suppressed HK416 D10RS or suppressed HK417-20 'Sniper'.

Right Tree:

Special Operations Support:
Grants a 25% bonus to all supply routes, and gives Engineers the ability to build JSOC LZ, to call in the support of Special Operations personnel and equipment. In addition to granting the Special Operations abilities this could deploy SOF vehicles as well (see below).

CSAR Extraction:
Call in a Combat Search and Rescue Team to extract personnel from behind enemy lines and return them to your base. While in flight, your squad will be reinforced and fully healed.

DEVGRU:
Deploys a four man team from the US Naval Special Warfare Development Group, elite infantry capable of long range reconnaissance. Upgradable with Mk 15 SASR, capable of eliminating enemy personnel at extreme range or AN/PEQ4, allowing for designation of targets for precision air strikes.

Some ideas for the vehicles would be:

Polaris MRZR
M1161 Growler
RC-33 MRAP
Armored Ground Mobility System (AGMS)

Those could have various upgrades such as CROWS .50, Mk19, TOW, etc.

Ok, I pretty much know next to nothing about modding. Feel free to tear it apart and tell me how it won't work because of balancing, coding or modeling. I know it's a lot of work, but couldn't a good amount of this be recycled from existing units/abilities? Some of these units may be a little over-powered or redundant, so would it be a possibility to disable any units in the regular factions to balance it?