Company of Heroes: Eastern Front

Eastern Front Mod (Read-Only) => Suggestions => Topic started by: Stevie64 on March 18, 2011, 11:31:24 AM

Title: [v1.3.02] PE reward unit suggestion: Field Command Car
Post by: Stevie64 on March 18, 2011, 11:31:24 AM
Before ToV and OF, I never really found a use for the normal Wehr officer as you had to micromanage all his abilities that I thought were a bit lacklustre to begin with. Then came the Brits which seemed to have this whole command hierarchy that was crucial to their effectiveness. The Vet Sergeants upgrade was not quite enough to distinguish command units from grunts...

So here's my idea. I have no idea of the historical "appropriateness" of such, but it's just an idea...

The Field Command Car replaces the Scout Car but is still built from the Logistik Kompanie, which makes sense. Same model but with a leutenant or tank commander model in the top hatch and no mg42. It can still capture territory and be upgraded with logistics antennae but the effects when locked down (see PS below) are different. The unit will have one active ability (needs activation and costs munitions) and once upgraded, one passive ability (when locked down).

The passive ability is common to all doctrines and is something in line with the general effect of having an officer on the front line, so I'm thinking a small bonus to the effectiveness of all PE fighting in the sector it is currently locked down in. Something like a 5% increase in reload rate, or a slight increase in accuracy, or a slight decrease in received suppression, or slightly better veterancy gain, or some appropriate combination.

The active ability I think should reflect the chosen doctrine in the same way as Kettens and Schwims. For instance, a Luftwaffe player may call for high altitude photo-reconnaissance that reveals enemy structures but does not penetrate the fog of war (so does not actually reveal units). Scorched Earth might have something similar to the Victory Barrage of the Brits, but since Hummels have now been reduced to only 2...  :( ... Tank Destroyers I reckon should simply get the same turbo boost as the Armoured Car to zip around where it is needed or beat a hasty retreat if the tank blitz gets ambushed.

That's my idea so far. I suppose it could be considered for Ostheer as well but I have no idea on the choice of units there or how it is progressing.

PS. I've always been a bit confused by the way the Scout Car and Funkwagen locks down. The Funkwagen works fine, just drive it where you want it and hit the button. The Scout Car has this clunky pointer I think is supposed to give a direction to deploy in, but it doesn't work very well.  ::)
How easy would it be to mod the Scout Car's lock down to work more like the Funkwagen?
Title: Re: [v1.3.02] PE reward unit suggestion: Field Command Car
Post by: pariah on March 18, 2011, 12:07:09 PM
I like it, but really, i don't want any more reward units... >:(
Title: Re: [v1.3.02] PE reward unit suggestion: Field Command Car
Post by: neosdark on March 19, 2011, 02:42:02 AM
I think its a great idea because i love Reward units, when they make sense to include (hate ROOs  >:( ) Personaly i think that locking it down to a center would be uselss because then u would have to unlock and move it to a new cap-ed sector, which would kinda make it for defense, which would only be even half okay if you are using Lufft but the PE is an Assualt Faction .

So i think it should just roll along with them and provide something of an early attack increase. Of course it will ned to have a higher cost than the Scout Car and the upgrade should cost more munis.
Title: Re: [v1.3.02] PE reward unit suggestion: Field Command Car
Post by: Otto Halfhand on April 15, 2011, 02:14:38 AM



PS. I've always been a bit confused by the way the Scout Car and Funkwagen locks down. The Funkwagen works fine, just drive it where you want it and hit the button. The Scout Car has this clunky pointer I think is supposed to give a direction to deploy in, but it doesn't work very well.  ::)
How easy would it be to mod the Scout Car's lock down to work more like the Funkwagen?

EFv1.3.1
1. I like the concept Why not use the Vampire HT as a Tactical Field HQ(read as field command car)? It already has the lock-down fcn. built-in. Keepthe active ability: deploy goliath, PE doesn't have any demolitions capability otherwise1 . The Vampire HT ability: lock-down could be used to interdict enemy use of a sector, (as do the Brit ComTrucks). The passive abilities: increase rate of fire, reduced suppression, morale boost, etc; that you suggest are good.

2. Re: Scout Car: I understand that it doesn't matter which way you point the scout car; although I suspect it does effect its cover.
 
3. Can You please tell me what the role of the Vampire HT is? I suspect it was originally planned for role: FO, (forward observer); but it certainly doesn't work well in that capacity; especially when compared to the Sov  sharpshooter, role: FO. The VHT active ability; (requires L/D) suck resources is nebulous at best. The Vampire is aptly named; but the resources it sucks aren't the enemys'. (see foot note),



footnote


1.Why  does PE have to build  a HQ, 200 mp, deploy a ~ 200 mp unit with no combat effectiveness; ( and CostEff1st cost ~ 400mp -and why would you build more than one)? , just to have the demolitions ability at 150 muni. per  pop?.....other factions get it practically for free with their engineers....... sorry,  :-[   it bothers me.
Title: Re: [v1.3.02] PE reward unit suggestion: Field Command Car
Post by: My Name Is Ante on April 15, 2011, 06:20:59 AM

footnote


1.Why  does PE have to build  a HQ, 200 mp, deploy a ~ 200 mp unit with no combat effectiveness; ( and CostEff1st cost ~ 400mp -and why would you build more than one)? , just to have the demolitions ability at 150 muni. per  pop?.....other factions get it practically for free with their engineers....... sorry,  :-[   it bothers me.
Basically, it is used as resource's stealer...
It is a complicated method but when skillfully done can be quite devastating...

This post explain how it is:
http://forums.relicnews.com/showthread.php?222205-2.502-Funkwagen-Vampire-Halftrack-Guide-%28Incomplete-last-updated-July-22-2009%29&p=3474577 (http://forums.relicnews.com/showthread.php?222205-2.502-Funkwagen-Vampire-Halftrack-Guide-%28Incomplete-last-updated-July-22-2009%29&p=3474577)

EDIT: Forgot to say that it also used as PE's wonderful detector...
Title: Re: [v1.3.02] PE reward unit suggestion: Field Command Car
Post by: GodlikeDennis on April 15, 2011, 07:19:57 AM
First of all, you can't include the cost of the building in the unit cost since it grants other units and upgrades as well. Secondly, goliaths are vastly better than engineer demos. Thirdly, the vampire is actually quite a good unit. Its infantry detection is quite useful, especially for a hummel using player, and its resource stealing is moderately effective in a good place. The greatest power it has is in large games where you can reduce the enemy team's population by quite a significant amount. This can be a crippling factor in large stalemate games.
Title: Re: [v1.3.02] PE reward unit suggestion: Field Command Car
Post by: Otto Halfhand on April 15, 2011, 08:18:22 AM
First of all, you can't include the cost of the building in the unit cost since it grants other units and upgrades as well. Secondly, goliaths are vastly better than engineer demos. Thirdly, the vampire is actually quite a good unit. Its infantry detection is quite useful, especially for a hummel using player, and its resource stealing is moderately effective in a good place. The greatest power it has is in large games where you can reduce the enemy team's population by quite a significant amount. This can be a crippling factor in large stalemate games.
First of all, you can't include the cost of the building in the unit cost since it grants other units and upgrades as well. Secondly, goliaths are vastly better than engineer demos. Thirdly, the vampire is actually quite a good unit. Its infantry detection is quite useful, especially for a hummel using player, and its resource stealing is moderately effective in a good place. The greatest power it has is in large games where you can reduce the enemy team's population by quite a significant amount. This can be a crippling factor in large stalemate games.

1. You most certainly can use a first cost analysis including the upgrade costs plus the deployment costs. Yes you should include the effects of being able to deploy other units. when I have to choose on the fly I make the 1st cost evaluation by adding the number of upgrades to deploy the unit to the number of units I wish to deploy and compare my options. its crude but its quick.

2. I agree with you about the explosive power of the Goliaths and at 125~150 per use, not a bad cost. I find that engrs can get in and out quicker than VHT and Gola. Perhaps I'm just jealous though.

3. I appreciate the pointer on MP.

4. I was aware of the FO. ability of the VHT for spotting, but find the kets fast enough to get in and out or just cloak w/LW.

5. here's where the first cost analysis comes in. T1 or T2? T1 and a VHT and SC ~ 600, T2  and an AC + ket ~580. In a scenario where you don't need Demo's which would you choose? ;)
Title: Re: [v1.3.02] PE reward unit suggestion: Field Command Car
Post by: vonklaus on May 02, 2011, 09:57:56 PM
Sounds like the perfect replacement for the Vampire Halftrack but keep the scout car.