Company of Heroes: Eastern Front

Eastern Front Mod (Read-Only) => Suggestions => Red Army Suggestions => Topic started by: Otto Halfhand on July 12, 2011, 03:13:10 PM

Title: Breakthrough Doctrine: Mechanics
Post by: Otto Halfhand on July 12, 2011, 03:13:10 PM
I am dissatisfied with the "mechanics" call-in for this doctrine. Mechanics: 4m/4pistol Squad with advanced repair and production bonus, 300MP call-in available at 5 CP.
issues:I suggest "Mechanics" be made avavailable at 1-2CP, "SU76" at 4-5CP. IF advanced repair is not 2x as fast as repair ability the 300MP cost should be reduced as well.

OT: I have worked with many Soviet era Engineers, Mechanics and Draughtsmen from Russia, Ukraine and Hungary. They were uniformly efficient, effective, and funny,  :) even when they had to be trained to work in English rather than Cyrillic.
Title: Re: Breakthrough Doctrine: Mechanics
Post by: Killar on July 12, 2011, 03:26:32 PM
You can“t compare a ability cost at 1on1 for several factions. It is different because of balance reasons.

What will you repair with your mechanics squad so early? At the time this unit would be avaiable in your scenario you would have got T2 units. Fast tank hall in a 1vs1 is risky
Title: Re: Breakthrough Doctrine: Mechanics
Post by: cephalos on July 12, 2011, 03:37:26 PM
I'd rather see this branch in this way:

1CP mechanics
3 CP SU-76  ( still available after 4 CPs)
4 CP ISU-152 ( as we know isu is insanely powerful)
Title: Re: Breakthrough Doctrine: Mechanics
Post by: GodlikeDennis on July 12, 2011, 04:01:26 PM
RHS BT has already been adjusted to 1(mech)-3(SU-76)-5(ISU/IS3).

The unit themselves are also undergoing a few small changes.
Title: Re: Breakthrough Doctrine: Mechanics
Post by: RedGuard on July 12, 2011, 11:36:30 PM
yeah theres a lot of useless stuff in soviet doctrines
Title: Re: Breakthrough Doctrine: Mechanics
Post by: Otto Halfhand on July 13, 2011, 12:19:20 AM
I'm glad we're all pretty much on the same page.

What are the differences beteen repair and fast repair.

@killar: I can, I do, and I will continue to do so.  :) There is no balance (or sense), when it comes to "mechanics" at all in v1.4.0. :( I can always find a use for an extra infantry squad. If you can not see a use for production bonuses read the T70/ATHT thread.
Title: Re: Breakthrough Doctrine: Mechanics
Post by: RedGuard on July 13, 2011, 09:14:36 AM
repair is the default repair that we all know

the advanced repair not only repairs quicker but i believe you take less damage and accuracy penalties while repairing
Title: Re: Breakthrough Doctrine: Mechanics
Post by: Otto Halfhand on July 13, 2011, 12:54:24 PM
Tovarich, what I really want to know is how much faster is advanced repair than repair.

I am also interested in the muni-cost when repairing. I think this is applied for each squad making repairs. It is also not clear whether the Repairspeed/muni-maintenance cost  is a fcn of number of Squads repairing or number of men repairing. If the first it makes more sense to use Kets rather than Decimated PGs. THey are more useful reinforced and on the line.
Title: Re: Breakthrough Doctrine: Mechanics
Post by: Paciat on July 18, 2011, 10:25:33 AM
Tovarich, what I really want to know is how much faster is advanced repair than repair.
Repair is the basic ability used by Engies, Pios, Sappers and Bergetiger (I can be wrong) You get +5HP/sec (repairing rate) for +200% recived dmg (Berge also gets raped while repairing) and -5MP/min (small MP loss).

PGs and tank hunter kettens have Rudimentary Repair 2.25MP/sec, rest is the same.

Luftwaffe squads - allways and PGs with an Advanced Repair upgrade: 6.5MP/sec rest is the same.

Pios have bettlefield repair at vet 2. +5HP/sec (the same as before) +25% (in short, they can repair under fire) -2.5 MP/min

Sappers with Expert Engineers upgrade +10HP/sec +200% recived dmg -5MP/min. When Overrepairing (white HP bar) but when they repair slower - +5HP/sec.
Heres some more info. Its a little outdated but generally good:
http://dow2.info/coh/Ability_Over_Repair.html (http://dow2.info/coh/Ability_Over_Repair.html)

Bren Carrier repairs itself at a rate of +8HP/sec, US vechicles at a rate of +15HP/sec when Field Repairs is active