#41892
The changes to the mod 1.21 patch.
i ask for a list of the reward vehicles that may be added in the future. As not all of them were added in this patch.
I'm assuming two conflicting reasons for this.
They will be added with the Ostheer version later on in the future. (up to a year?)
Or they are dropped and the only reward units are what have been included in the new 1.2 patch. (1.21 if you want to be precise).
My views on the mod so far:
I like the reward units, it really does add life to the game, in fact i would have stopped playing CoH years ago if it weren't for Eastern front mods. I find the latest mods the best ones by far.
Also i would say the Soviet teching is just about right. Maybe a smidgin too slow to get to armour, but only a minute or two behind the Germans. It’s nice to be able to use the mid-early game units without fear of the soviet armour hounding you too early on, and it’s nice as the soviet player to get better with the earlier units also.
I find the conscripts are used more early game, and the command squad requires careful micromanaging if you want them to vet without dieing too soon. On the odd occasion where I’ve been careless I really did mourn the loss of the command squad, especially one vetted up. However I’ve yet to get them to vet 3. Which is probably just as well.
The tank hunter seem to perform as they should, being effective enough against light armour but no match for the heavies which is how I think it should be.
The God of War ability should be adapted in the future, I find it, odd to have as a last level ability when it’s so unwieldy and unpredictable where the shells land that I only use it as an extra if I’m bored.
As a solution to this I would suggest one of four options:
1. Change the ability so it in fact offers creeping barrage to arty firebases at same cost.
2. Improve the power of the God of war, so it’s even more powerful but make it cost 6 points or more.
3. Weaken the power and reduce the cost. And narrow the barrage area.
4. Remove it entirely and replace with a new more interesting power. (perhaps a new self-propelled gun arty piece?)
A mention on the special call in mechanics for the tank hunter doctrine.
I find them useless. For their cost being twice than of an ingenery squad, how are they justified?
I could build two ingenery squads to do the repairs of a tank and the other for a different task for that price.
What’s more, they appear after the call-in Sherman. The rather expensive call in Sherman.( I don’t think the cap to 3 is really necessary when they cost more than an IS2) O.o.
As a solution to their ineffectiveness I propose one of four options:
1. Bring back the mechanics ability to rebuild dead tanks.
2. Give them the ability of the British sappers with the repair ability thing, so they can repair things to a higher standard and toughen them up.
3. Move them lower down the tree, so they can be recruited before the lend-lease Sherman and reduce their cost. (I would suggest 200 at most if they remain unchanged).
4. Remove them and replace with something else. I would leave this to the developers discretion.
I'm assuming two conflicting reasons for this.
They will be added with the Ostheer version later on in the future. (up to a year?)
Or they are dropped and the only reward units are what have been included in the new 1.2 patch. (1.21 if you want to be precise).
My views on the mod so far:
I like the reward units, it really does add life to the game, in fact i would have stopped playing CoH years ago if it weren't for Eastern front mods. I find the latest mods the best ones by far.
Also i would say the Soviet teching is just about right. Maybe a smidgin too slow to get to armour, but only a minute or two behind the Germans. It’s nice to be able to use the mid-early game units without fear of the soviet armour hounding you too early on, and it’s nice as the soviet player to get better with the earlier units also.
I find the conscripts are used more early game, and the command squad requires careful micromanaging if you want them to vet without dieing too soon. On the odd occasion where I’ve been careless I really did mourn the loss of the command squad, especially one vetted up. However I’ve yet to get them to vet 3. Which is probably just as well.
The tank hunter seem to perform as they should, being effective enough against light armour but no match for the heavies which is how I think it should be.
The God of War ability should be adapted in the future, I find it, odd to have as a last level ability when it’s so unwieldy and unpredictable where the shells land that I only use it as an extra if I’m bored.
As a solution to this I would suggest one of four options:
1. Change the ability so it in fact offers creeping barrage to arty firebases at same cost.
2. Improve the power of the God of war, so it’s even more powerful but make it cost 6 points or more.
3. Weaken the power and reduce the cost. And narrow the barrage area.
4. Remove it entirely and replace with a new more interesting power. (perhaps a new self-propelled gun arty piece?)
A mention on the special call in mechanics for the tank hunter doctrine.
I find them useless. For their cost being twice than of an ingenery squad, how are they justified?
I could build two ingenery squads to do the repairs of a tank and the other for a different task for that price.
What’s more, they appear after the call-in Sherman. The rather expensive call in Sherman.( I don’t think the cap to 3 is really necessary when they cost more than an IS2) O.o.
As a solution to their ineffectiveness I propose one of four options:
1. Bring back the mechanics ability to rebuild dead tanks.
2. Give them the ability of the British sappers with the repair ability thing, so they can repair things to a higher standard and toughen them up.
3. Move them lower down the tree, so they can be recruited before the lend-lease Sherman and reduce their cost. (I would suggest 200 at most if they remain unchanged).
4. Remove them and replace with something else. I would leave this to the developers discretion.

