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Breakthrough Doctrine- Mechanics

Balance Discussion

#108692

Breakthrough Doctrine- Mechanics

While they can be useful because of their advanced repair, I'm just not seeing a good reason to justify their cost which, while cheap, may not necessarily be worth it. Unless in some dire situation, I would always go for 2 extra ingenery which can repair almost as fast as a mechanic team and offers considerably more firepower than 4 pistols which are practically useless in combat. Luftwaffe ground forces at least have 5 rifles and the ability to construct unique flakvierlings right off the bat but I just am not seeing the position of mechanics in a practical situation. Maybe give them Mosins or maybe give them the sapper's "Expert Engineers" upgrade to boot, letting them overrepair things?
#108697

Re: Breakthrough Doctrine- Mechanics

i would still get them, even if they arent as good. they look beast.
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Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
#108701

Re: Breakthrough Doctrine- Mechanics

They can speed up tank stuff :P. Although thats not too helpful is it? I think the mechanics lack something special but unfortunately I don't think they are being changed :(.

And IMO they dont look that great. They are mechanics after all :P.
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#108748

Re: Breakthrough Doctrine- Mechanics

whaaat? those tan berets?? the pistols??
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Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
#108749

Re: Breakthrough Doctrine- Mechanics

Mechanics are as good as they are. They aren't supposed to fight, but repair or speed up building tanks. That's enough. 2 squads of Ingenery cost 8 pop cap, while mechanics only 4 popcap. They also are very good in repairing tanks fast.
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Lord wrote:
OSTHEER IS DONE WHEN IT'S DONE!
#108750

Re: Breakthrough Doctrine- Mechanics

Building field defenses is also a plus
"Balancers are 10 a penny"
#108752

Re: Breakthrough Doctrine- Mechanics

They repair almost ridicalous fast?
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My English is kind of useless. But that because Iam swedish Wooohoooj! ;3
#108792

Re: Breakthrough Doctrine- Mechanics

is their repair rate equivalent to an advanced repair Panzer Grenadier?
And I agree with the population cap, but as of now I would compare them to vCoH Wehr officers. And, while maybe late-game the population cap could matter, they are not really needed early game as two ingenery which are only IIRC 40 more manpower than one mechanic squad can split up and build field defenses twice as fast. I know they shouldn't fight, but I feel that 260 manpower tied up in a non-fighting/repair/increased production/field defense constructor leaves something to be desired with its impact on the battlefield. I can't see situations where mechanics end up turning the tide of a battle...
#108794

Re: Breakthrough Doctrine- Mechanics

bopokippo wrote:
I can't see situations where mechanics end up turning the tide of a battle...


If you have no more ingynery as they are useless to build unless you have Sturmovie, need a Mine detector, or you need to build a firebase. Mechanics help with a mobile army and help immensly with armor rushes like T3 T70-T90.

They're like Luftwaffe Ground Infantry. They are utter shit in combat (unless you grab a Shreck or LMG) but their practicality in other fields like advanced repair and building emplacements and speeding production in the tank hall can greatly benefit an armored-warfare player.

As for me, I know personally that I have decent infantry micro until mid-late game, where I tend to have to blob as when I play with a mousepad I can find it difficult to manage and maintain large armies of multipurpose infantry. However I have stellar tank micro (Or at least try to) because those are more valuable investments, and mechanics help my mobile army quite enough.

Also, it can be noted getting that T-34, KV, or IS-2 with longer build times out on the field faster can tip the battle.
"Balancers are 10 a penny"
#108852

Re: Breakthrough Doctrine- Mechanics

+the upgrades needed to get the tanks in the first place can be sped up which imo is a great help.
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Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
#108998

Re: Breakthrough Doctrine- Mechanics

They're extremely useful, whenever I play breakthrough I get one of these, they repair soviet tanks at a much faster rate than ingeneries. Which makes my enemies cry because the ISU 152 gets to full health much faster than his King Tiger :]
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Abuse is abuse and has to go.
#112802

Re: Breakthrough Doctrine- Mechanics

I think they're worthless. Ingenery do just fine. The mechanics can't even build any new stuff, unlike the Luftwaffe. Speeding up tank production is meh. I don't think I've ever really needed the increased production.

I think they should be taken out in favor of something else. I never use them, and when I used to, they never changed anything. Why not just replace them with increased vehicle production and advanced repair? Doesn't have to be the first thing you get either. I mean, that's all people use them for anyway. Why make people spend manpower and have them be killable when you can just make it passive and maybe make it cost 1 command point more? Something like...

"Advanced Ingenery"

"Decrease the production time of all vehicles by x%, and enables Ingenery to repair vehicles at an increased rate."

Or they could just do something like the Americans have with Field Repairs (or whatever it was called) where you spend munitions to repair your tanks. Mechanics are slow, frail, and inconvenient.

Last edited March 11, 2012 at 4:00 AM by vikingsteve

#113690

Re: Breakthrough Doctrine- Mechanics

^This. This is 100% true.
Pocketsize wrote:
I can't wait till they add british to CoH:O; the extreme forces leveled by the new imbalances will create a black hole around the servers that destroys half of Canada.
#113691

Re: Breakthrough Doctrine- Mechanics

Agreed, mechanics are worthless. I would love to see lend-lease return maybe a Valentine, Churchill, Stuart, or white scout car call in.
They are in front of us, behind us, and we are flanked on both sides by an enemy that outnumbers us 29:1. They can't get away from us now!
#113692

Re: Breakthrough Doctrine- Mechanics

Giving a new tank call-in to a doctrine already filled with tank call-ins is not what I'd call good idea ;).
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#113695

Re: Breakthrough Doctrine- Mechanics

and even if that was a good idea what kind of tank would be filled in given that all the practical tanks have been implemented already? Mechanics are not meant to fight since the pistols are more for fending off kettenkrads rather than actually contributing to the fight. Although i would not mind if they showed up in a halftrack or something so that they can get to where i need them to be alot sooner than they do when they hoof it.
#113699

Re: Breakthrough Doctrine- Mechanics

Yes, I had the same idea in the past :). Don't suggested it before because we don't have any soviet vehicle that can be used as transport.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#113706

Re: Breakthrough Doctrine- Mechanics

jdogg wrote:
Mechanics are not meant to fight since the pistols are more for fending off kettenkrads


LOL even this statement is too much IMO :P. Their pistols are complete crap. ;D

Mechanics are now 260 MP so they are comparable to LGF. LGF gets to build things like Flak 38s and 88s while Mechanics get to speed up tanks. I think its a good trade off. Its not the best trade off but looking at the doctrine as a whole, its okay considering how all the other abilities are like ridiculously powerful :P. And you must remember not all abilities are amazing  ::). And Mechanics can pick up weapons :P.
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#113708

Re: Breakthrough Doctrine- Mechanics

ive been watching this thread, and imo, mechanics do not need a buff or any other abilities/reward tanks. breakthrough is already a very strong doc, so if you dont like mechanics, dont get them. players shouldn't be doctrine reliant as is.
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Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
#113710

Re: Breakthrough Doctrine- Mechanics

Mechanics are useful in utility but Breakthrough lacks a munitions sink other than the existing two abilities and cage armor.
"Balancers are 10 a penny"
#113711

Re: Breakthrough Doctrine- Mechanics

Cranialwizard wrote:
Mechanics are useful in utility but Breakthrough lacks a munitions sink other than the existing two abilities


Whats the other ability? Inspiring Speech? How much muni does that cost ???
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#113712

Re: Breakthrough Doctrine- Mechanics

Inspiring Speech-50
Cage Armor-75
IL2-200

I wouldn't call IL2 strike a munitions sink because it is a late game ability that cost quite a bit of munitions that can't be used often.
"Balancers are 10 a penny"
#113713

Re: Breakthrough Doctrine- Mechanics

IL-2 is a beast though. 1 use, 1 own.
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Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
#113727

Re: Breakthrough Doctrine- Mechanics

Not necessarily, if you are using Wehr, you can get Ostwind and blow them out of the sky. As amis use Quad 50 to rip the Sturmoviks apart.
(un)official forum troll
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In Soviet Russia, Forum troll You!
#113733

Re: Breakthrough Doctrine- Mechanics

hmm. fair enough. but then it will just land on the ostwind. still owned.

why would quad 50 friendly fire?
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Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
#113765

Re: Breakthrough Doctrine- Mechanics

stealthattack1 wrote:
hmm. fair enough. but then it will just land on the ostwind. still owned.


You realize how unlikely this is :P. Not only is COH AA inaccurate but the plane rarley hits anywhere you want. If this ever happens let me know :P

stealthattack1 wrote:
why would quad 50 friendly fire?


He is referring to the US SU matchup which has no standing here :P
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#114166

Re: Breakthrough Doctrine- Mechanics

I agree with Cat Fishy the  Breakthrough Doctrine is fine as is.

Should a different call-in be required for this Doctrine I suggest a BA-64 Armored Car.

Use mechanics to build base defenses, outposts, and Staging areas-Zis Good Humor Truck. In moving between these areas build defences to channalize enemy attacks.

@ Cranial: If you are looking for muni-sink from a Balancer/developer POV play around with the recharge/cooldown times to increase use of the global sprint ability. Question: Does the Rate of Fire increase when sprint is energized? I think it reduces suppression too?

BTW I saw a Stormovik attack on the Kursk map once. 2 wirbelwinds were adjacent to Sov Base. I am not sure what sector was targeted. I stopped to watch. Stormovics crashed all around. The Sov base was destroyed by the falling planes. The Wirbelwinds sustained little or no damage. It was glorious.
孫 The
EF_v1.7.10

子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell

兵 of
Sun Tzu says: In warfare one compels and is not compelled by others

[b] 法 War

Last edited March 27, 2012 at 9:45 PM by Otto 213

#114172

Re: Breakthrough Doctrine- Mechanics

Otto wrote:
BTW I saw a Stormovik attack on the Kursk map once. 2 wirbelwinds were adjacent to Sov Base. I am not sure what sector was targeted. I stopped to watch. Stormovics crashed all around. The Sov base was destroyed by the falling planes. The Wirbelwinds sustained little or no damage. It was glorious.


see? this stuff does happen.  :D i was joking anyway though.
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Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
#114199

Re: Breakthrough Doctrine- Mechanics

Does anyone know How much a mechanic/Wehr Officer speeds production? It will probably be in the form of a number, that is less than 1.
Does vet change this number?
孫 The
EF_v1.7.10

子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell

兵 of
Sun Tzu says: In warfare one compels and is not compelled by others

[b] 法 War
#114201

Re: Breakthrough Doctrine- Mechanics

its a 25% increase IIRC. And I dont think vet helps :(
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#114212

Re: Breakthrough Doctrine- Mechanics

Yes and the Wher officer has great abilites, in addition to the production buff.
They are in front of us, behind us, and we are flanked on both sides by an enemy that outnumbers us 29:1. They can't get away from us now!
#114219

Re: Breakthrough Doctrine- Mechanics

The Officer ability gives +100% more speed for research and unit training. Everything will be done twice as fast.
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Abuse is abuse and has to go.
#114356

Re: Breakthrough Doctrine- Mechanics

vikingsteve wrote:
I think they're worthless. Ingenery do just fine. The mechanics can't even build any new stuff, unlike the Luftwaffe. Speeding up tank production is meh. I don't think I've ever really needed the increased production.

I think they should be taken out in favor of something else. I never use them, and when I used to, they never changed anything. Why not just replace them with increased vehicle production and advanced repair? Doesn't have to be the first thing you get either. I mean, that's all people use them for anyway. Why make people spend manpower and have them be killable when you can just make it passive and maybe make it cost 1 command point more? Something like...

"Advanced Ingenery"

"Decrease the production time of all vehicles by x%, and enables Ingenery to repair vehicles at an increased rate."

Or they could just do something like the Americans have with Field Repairs (or whatever it was called) where you spend munitions to repair your tanks. Mechanics are slow, frail, and inconvenient.

Cranialwizard wrote:
Mechanics are useful in utility but Breakthrough lacks a munitions sink other than the existing two abilities and cage armor.

I don't have a problem with Mechanics. If Mechanics must be replaced I suggest an anti-tank mine. (Presuming the Sovs had them). Kill two birds with one stone. (Sounds like something Sun Tzu would say). :P
孫 The
EF_v1.7.10

子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell

兵 of
Sun Tzu says: In warfare one compels and is not compelled by others

[b] 法 War
#114357

Re: Breakthrough Doctrine- Mechanics

*Cough* Men against tanks *Cough*
(un)official forum troll
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In Soviet Russia, Forum troll You!
#114365

Re: Breakthrough Doctrine- Mechanics

Tankbuster wrote:
*Cough* Men against tanks *Cough*


qft
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Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
#114367

Re: Breakthrough Doctrine- Mechanics

qft means what?
孫 The
EF_v1.7.10

子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell

兵 of
Sun Tzu says: In warfare one compels and is not compelled by others

[b] 法 War
#114375

Re: Breakthrough Doctrine- Mechanics

QFT = Quoted For Truth
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#114391

Re: Breakthrough Doctrine- Mechanics

If mechanics get a new ability it should be support, i.e. Over-repair, Stat Buff. They are meant to support assaults not shore up a defense.
They are in front of us, behind us, and we are flanked on both sides by an enemy that outnumbers us 29:1. They can't get away from us now!
#114392

Re: Breakthrough Doctrine- Mechanics

MBJrP36 wrote:
If mechanics get a new ability it should be support, i.e. Over-repair, Stat Buff. They are meant to support assaults not shore up a defense.
I don't understand your position. Mechanics are support troops, a new support ability is fine; although Over-repair is not attractive to me. Yes Mechanics repair tanks but they are not frontline troops, if they were they would be armed with submachineguns or rifles. They already have defencing abilities; but minelaying is not one of them. I am happy with Mechanics as is, although rifles would be nice to deal with base raids and infiltrators.

I would be less than honest if I didn't tell you I was suggesting anti-tank mines as a replacement for Mechanic Squads. But now that you mention it I like the Idea of giving Mechanics an anti-tank mine.
孫 The
EF_v1.7.10

子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell

兵 of
Sun Tzu says: In warfare one compels and is not compelled by others

[b] 法 War
#114429

Re: Breakthrough Doctrine- Mechanics

With men against tanks TH have that ability already.
They are in front of us, behind us, and we are flanked on both sides by an enemy that outnumbers us 29:1. They can't get away from us now!
#114441

Re: Breakthrough Doctrine- Mechanics

Oops! :P
孫 The
EF_v1.7.10

子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell

兵 of
Sun Tzu says: In warfare one compels and is not compelled by others

[b] 法 War
#114442

Re: Breakthrough Doctrine- Mechanics

thats why i quoted tankbuster, for truth ;)
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Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
#114445

Re: Breakthrough Doctrine- Mechanics

Granted I didn't think about "men against tanks". My bad, but why not allow Mechanics an AT mine . NI get molotovs, but only after an upgrade. If Molotovs are not OP for NI, AT mines would make Mechanics OP?

We are talking about two things here. Players kvetching about how pathetic Mechanics are. Balancers are Kvetching about having a munitions sink.
孫 The
EF_v1.7.10

子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell

兵 of
Sun Tzu says: In warfare one compels and is not compelled by others

[b] 法 War
#114448

Re: Breakthrough Doctrine- Mechanics

i dont think anyone said AT mines for mechanics were OP, just that they were unneeded because men against tanks.

IL-2 seems muni sink enough for me.
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Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
#114449

Re: Breakthrough Doctrine- Mechanics

I am with you brother. As I indicated before I don't have a problem with mechanics. Sure they could have more utility, but The defencing abilities meet my needs pretty well. It would be useful if they could cut wire though.

I mostly save my munis for sturmovic runs too. Perhaps we are missing a bet here. When engaged in a compstomp vs Sovs the AI seems to activate "inspiring Speech" wether attacking or withdrawing. I don't understand all the mechanics of using this ability. I believe it to be the "Fire up" ability on a global scale. the increased speed and reduced suppression are helpful especially since all my infantry gets the advantage for all more munis than focus fire. Since defensive vet increases the speed and effectiveness of PG/ST44s when making attack moves. It may work the same way with Stormovie, CS and or Tank Rider style Guards. It doesn't improve Strelky/SMGs. I'm uncertain that Stormovie is improved with use of the inspired speech. any comments?
孫 The
EF_v1.7.10

子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell

兵 of
Sun Tzu says: In warfare one compels and is not compelled by others

[b] 法 War
#114481

Re: Breakthrough Doctrine- Mechanics

As far as I'm aware, the only effect of inspired speech is getting +1 speed (3 becomes 4 in most cases) and you can't move and fire. There should be no suppression resistance or any other effect.
If you get into an argument with me, you're wrong.
#114486

Re: Breakthrough Doctrine- Mechanics

Thanks Dennis.

Hey I don't think people know how to use the new boards in the S&T section. People are viewing and responding to my posts. But no-one else has posted on any of the Boards. I know Sunday, Monday I guess for you; is the busiest day of the week, if there is no action at all you'all might review the concept. I know JoeLong has created a new PE S&T thread but He's a new member and can't be expected to grasp the all the doo-dads right away.

Otto
孫 The
EF_v1.7.10

子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell

兵 of
Sun Tzu says: In warfare one compels and is not compelled by others

[b] 法 War
#121095

Re: Breakthrough Doctrine- Mechanics

As I've said before Mechanics are pretty useless, but believe it or not they're more effective in combat than ingineery... of course I'd rather have two squads of ingineery than the one squad of Mechanics for about the same price... unless you're playing in a pop capped game and don't have the population for ingineery.

They used to be good when they could build defenses and stuff, you could call them in at the start of the game to block bridges and build MG nests.

Increased production was always worthless, 3 squads of mechanics wont speed up tank production as much as a Wehrmacht officer... so you could spend the 780 manpower on three squads of mechanics or just 200 manpower and 50 fuel on a second tank hall which would effectively double your production speed.

...just another overzealously nerfed soviet unit really.

Personally I'd say get rid of the increased tank production and give them an actually useful ability like repairing tank wrecks as a bergetiger does, then they'd be a good unit.
#121108

Re: Breakthrough Doctrine- Mechanics

Yhcrana wrote:
As I've said before Mechanics are pretty useless, but believe it or not they're more effective in combat than ingineery... of course I'd rather have two squads of ingineery than the one squad of Mechanics for about the same price... unless you're playing in a pop capped game and don't have the population for ingineery.

They used to be good when they could build defenses and stuff, you could call them in at the start of the game to block bridges and build MG nests.


On which map is that useful?

Yhcrana wrote:
Increased production was always worthless, 3 squads of mechanics wont speed up tank production as much as a Wehrmacht officer... so you could spend the 780 manpower on three squads of mechanics or just 200 manpower and 50 fuel on a second tank hall which would effectively double your production speed.

...just another overzealously nerfed soviet unit really.


several squads of mechanics will not multiplice production. One mechanics squad improves production speed as same as a officer. I guess you lost several games using your taktik.

Yhcrana wrote:
Personally I'd say get rid of the increased tank production and give them an actually useful ability like repairing tank wrecks as a bergetiger does, then they'd be a good unit.


yeah and expremely OP
#121117

Re: Breakthrough Doctrine- Mechanics



Killar wrote:
Yhcrana wrote:
They used to be good when they could build defenses and stuff, you could call them in at the start of the game to block bridges and build MG nests.


On which map is that useful?


id say the man has a point.
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Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?