Re: Doctrinal unlocks
Posted: 29 Aug 2021, 14:15
Mefisto, if you would have read closely what i wrote, you would realize that more arty gets locked behind a some CP. Like RAF would have to improve their heavy glider before getting pack howitzer. Just as AB needs to unlock 57 mm AT gun first.
The Calli jeep can also get locked together with a Mortar HT or whatever. Though its one of the worst cost-ineffective arty units out there and i never use it. So RA and Inf have essentially 0 CP arty Halftracks left. On Axis side Terror keeps their nebelwerfer, SE does so as well and def doc still has the leig 18 for free. So i dont get why you complain about the Maultier so much. In my opinion its even better than most CP arty like terror doc Rocket halftrack as it fires more missiles, hitting thus a larger area and with a higher chance to score a hit in general.
Also you wont need to spend as many CP into stuff like Panzer IV´s or even Panthers. And unlike stuh the Maultier can literally pulverize an entire defense line in a single barrage. It might not take out an emplacment at once, but does decent damage while burning its crew.
Compared to the allied artillery HT it deals a lot more damage, hits many more targets and fires 10 projectiles compared faster than the arty HT fires its six rounds.
The Maultier is one of that arty examples that makes weapon crews and mortars literally obsolete right from the start. in HR games you can literally tec instantly to maultier. The starting fuel is enough to provide two buildings and the first HQ upgrade. Just two more HQ upgrades and you can get it. Maybe even just one.
Anyways,
I improved some of the previous proposals: 1. Added right icon for the Mortar HT unlock
2. Flamethrower icon and unlock replaced with a more general incendiary unlock that unlocks flame rounds for their mortars, including for the HT, flame rounds for the rocket HT "Stuka", flame grenades, flamethrower for grens and also unlocks the flamethrower HT.
3. The Flamethrower HT will then no longer be an independently build HT, but instead an upgrade for some ammo (and fuel?) on the normal HT. Reinforcing is no longer possible.
4. The Rocket launcher unlock "Stuka zu Fuß" will no longer be a unit to be build, but instead an upgrade to a normal HT. It costs 100 ammo to upgrade but barrage cost goes down to 85-90 ammo per salvo. Upgraded MG on the HT will also stay. Rinforcing nearby is no longer possible.
5. The concealment smoke can also be deployed by vehicles after the unlock.
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1. Also made some changes on this one. The linking comet with sappers was indeed a stupid idea as sukin pointed out. Created instead a new branch that first improves infantry and tanks when fighting together. Then Tanks get veterancy and finally comet gets unlocked. This branch is essentially an elite armor support branch.
2. Churchill MK IV will be available by default now
3. Added crusader AA as an unlock. CW received M16 HT´s so idk why they need AA Tanks in all docs. The crusader will be able fire AP rounds vs vehicles as well as HE vs tanks. It works essentially in the same or similiar way as the wirbelwind now.
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1. Also made changes here. Unlocking the Mortar HT prior to the off map arty made little sense in hindsight. Mortar HT can be deployed right when the motorpool is up now. So long before any tank that can utilize off map arty can be deployed.
2. Removed sherman mass production. Instead i think sherman should have standard costs across the doctrines. the tank is supposed to be mass produced right away. So in concept its a mass production tank. It doent make sense to me to make it even cheaper. So cheap that it becomes essentially cheaper than light tanks is pretty nuts.
The default sherman cost will be accross all docs:
340 MP/60 fuel for basic sherman.
380/75 for 76 shermans and easy eight which replaces regular 76 sherman after unlock.
400/70 for the 105 shermans.
550/90 for the Jumbo sherman.
(HE rounds equiped by default, HVAP rounds only upgradded after armor doc ammo unlock.)
Cal 50 will cost 75 ammo per tank. Inf squads pay 75 for their additional lmg so idk why tanks should get away cheaper.
3. Replaced sherman mass production unlock with faster production of tanks and vehicles. Essentially build times get reduced by 40%. Allied War Machinery unlock further dumps production times of tanks passively and further when active.
Armor doc would get a new touch away from spamming shermans for dirty low cost (350/35 for a sherman is sick, esspecially when ammo got unlocked as well) and SP in the end game. Instead it is focusing on mobility, special purpose shermans, tactical support and the ability to build tanks and vehicles in no time and literally instantly replacing losses.
The doc should become more enjoable to play and to play against. The current standard gameplay is either directly SP and off map arty or cheap shermans-> off map arty->SP->leave game when SP is dead.
.
.
.
.
. Also fixed some unlocks here. My first approach was created late at night and i was lazzy.
1. Removed infantry veterancy unlock. Doesnt really make sense when they are supposed to be played alongside elite tanks rather than becoming elites by their own.
2. The doc now has a dedicated anti tank branch that contains tellermines, APCR rounds for their tanks and double Panzerschreck on AT squads. The unlock also enables the heavy Assault grens to upgrade a schreck.
3. Tank gunner training and vetercany crew are now completely independent.
4. The Tank support branch now contains all the vehicle and Panzer IV mass production stuff as well as the artillery.
The Calli jeep can also get locked together with a Mortar HT or whatever. Though its one of the worst cost-ineffective arty units out there and i never use it. So RA and Inf have essentially 0 CP arty Halftracks left. On Axis side Terror keeps their nebelwerfer, SE does so as well and def doc still has the leig 18 for free. So i dont get why you complain about the Maultier so much. In my opinion its even better than most CP arty like terror doc Rocket halftrack as it fires more missiles, hitting thus a larger area and with a higher chance to score a hit in general.
Also you wont need to spend as many CP into stuff like Panzer IV´s or even Panthers. And unlike stuh the Maultier can literally pulverize an entire defense line in a single barrage. It might not take out an emplacment at once, but does decent damage while burning its crew.
Compared to the allied artillery HT it deals a lot more damage, hits many more targets and fires 10 projectiles compared faster than the arty HT fires its six rounds.
The Maultier is one of that arty examples that makes weapon crews and mortars literally obsolete right from the start. in HR games you can literally tec instantly to maultier. The starting fuel is enough to provide two buildings and the first HQ upgrade. Just two more HQ upgrades and you can get it. Maybe even just one.
Anyways,
I improved some of the previous proposals: 1. Added right icon for the Mortar HT unlock
2. Flamethrower icon and unlock replaced with a more general incendiary unlock that unlocks flame rounds for their mortars, including for the HT, flame rounds for the rocket HT "Stuka", flame grenades, flamethrower for grens and also unlocks the flamethrower HT.
3. The Flamethrower HT will then no longer be an independently build HT, but instead an upgrade for some ammo (and fuel?) on the normal HT. Reinforcing is no longer possible.
4. The Rocket launcher unlock "Stuka zu Fuß" will no longer be a unit to be build, but instead an upgrade to a normal HT. It costs 100 ammo to upgrade but barrage cost goes down to 85-90 ammo per salvo. Upgraded MG on the HT will also stay. Rinforcing nearby is no longer possible.
5. The concealment smoke can also be deployed by vehicles after the unlock.
.
.
.
.
.
1. Also made some changes on this one. The linking comet with sappers was indeed a stupid idea as sukin pointed out. Created instead a new branch that first improves infantry and tanks when fighting together. Then Tanks get veterancy and finally comet gets unlocked. This branch is essentially an elite armor support branch.
2. Churchill MK IV will be available by default now
3. Added crusader AA as an unlock. CW received M16 HT´s so idk why they need AA Tanks in all docs. The crusader will be able fire AP rounds vs vehicles as well as HE vs tanks. It works essentially in the same or similiar way as the wirbelwind now.
.
.
.
.
.
1. Also made changes here. Unlocking the Mortar HT prior to the off map arty made little sense in hindsight. Mortar HT can be deployed right when the motorpool is up now. So long before any tank that can utilize off map arty can be deployed.
2. Removed sherman mass production. Instead i think sherman should have standard costs across the doctrines. the tank is supposed to be mass produced right away. So in concept its a mass production tank. It doent make sense to me to make it even cheaper. So cheap that it becomes essentially cheaper than light tanks is pretty nuts.
The default sherman cost will be accross all docs:
340 MP/60 fuel for basic sherman.
380/75 for 76 shermans and easy eight which replaces regular 76 sherman after unlock.
400/70 for the 105 shermans.
550/90 for the Jumbo sherman.
(HE rounds equiped by default, HVAP rounds only upgradded after armor doc ammo unlock.)
Cal 50 will cost 75 ammo per tank. Inf squads pay 75 for their additional lmg so idk why tanks should get away cheaper.
3. Replaced sherman mass production unlock with faster production of tanks and vehicles. Essentially build times get reduced by 40%. Allied War Machinery unlock further dumps production times of tanks passively and further when active.
Armor doc would get a new touch away from spamming shermans for dirty low cost (350/35 for a sherman is sick, esspecially when ammo got unlocked as well) and SP in the end game. Instead it is focusing on mobility, special purpose shermans, tactical support and the ability to build tanks and vehicles in no time and literally instantly replacing losses.
The doc should become more enjoable to play and to play against. The current standard gameplay is either directly SP and off map arty or cheap shermans-> off map arty->SP->leave game when SP is dead.
.
.
.
.
. Also fixed some unlocks here. My first approach was created late at night and i was lazzy.
1. Removed infantry veterancy unlock. Doesnt really make sense when they are supposed to be played alongside elite tanks rather than becoming elites by their own.
2. The doc now has a dedicated anti tank branch that contains tellermines, APCR rounds for their tanks and double Panzerschreck on AT squads. The unlock also enables the heavy Assault grens to upgrade a schreck.
3. Tank gunner training and vetercany crew are now completely independent.
4. The Tank support branch now contains all the vehicle and Panzer IV mass production stuff as well as the artillery.