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Author Topic: Armor Doc Ideas  (Read 7760 times)
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Tymathee Offline
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« on: July 20, 2009, 10:18:53 am »

Just some ideas I had to make the armor doc better but at the same time more unique than Tank Hunters, Blitz and Engineers.

Because right now, a lot of the stuff "feels" too similar for the armor doc and a lot of the stuff is replaceable.

Mobile Warfare Now - m10's, m18's and shermans are harder to hit

Mobile Warfare New - All vehicles gain 5% speed bonus and are 5% harder to hit.

Add Tank Commander - .50 cal replaced by tank commander.
You still get the .50 cal but the tank commander makes your tanks more accurate. Only on vehicles that come with .50 cal grade, i.e. m8, m18, sherman

Take out improved armor  - I still say it sux.

Crew Repair - I know you're taking this out so i say change it with.

Forward Scout - Jeep can cloak in cover get 50% sight and detection range.
Makes it a bit diff than luft ketten but still good dunno if its worth a t3 though.

Armor Piercing - I'd like to see this expanded to m10's and m18's as well (especially m18's) since m18's use the same 76mm gun as the upgun sherman and the m10 used a 76.2mm gun

Next Gen Vehicles - Maybe you add in speed bonus here. +5-10% speed, 10% less incoming penetration, lowered chance of engine crits, and takes do 10% more damage. Then they're really next gen, my idea comes from that as the war moved on, tank drivers learned how to improve their engines and get more out of their tanks, and started welding on stuff to make their tanks more survivable. You can also add in a turret rotation buff here as well (not all of this of course just some ideas) since tank crews also got better at working their turrets. Makes this more of a "Hey, we've been at this tank this so long, we can get the most out of them now!" doctrine rather than just a buff.


Also i think this might be interesting to Salan who's thinking of cool unit idea, how about the Achilles for the brits, same as m10 in armor but it sports a 17lb gun.
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"I want proof!"
"I have proof!"
"Whatever, I'm still right"

Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
acker Offline
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« Reply #1 on: July 20, 2009, 11:49:35 am »

Mobile Warfare Now - m10's, m18's and shermans are harder to hit

Mobile Warfare New - All vehicles gain 5% speed bonus and are 5% harder to hit.

Mobile Warfare is a T2. Would you rather have this, or would you rather have Improved Barrels?

The Jeep idea works...but I seriously question whether having Flak88-ish LOS is good for gameplay. With Scouting, LOS goes up to 95 range. That's like a Triangulator, right there.
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Tymathee Offline
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« Reply #2 on: July 20, 2009, 11:51:49 am »

Mobile Warfare Now - m10's, m18's and shermans are harder to hit

Mobile Warfare New - All vehicles gain 5% speed bonus and are 5% harder to hit.

Mobile Warfare is a T2. Would you rather have this, or would you rather have Improved Barrels?

The Jeep idea works...but I seriously question whether having Flak88-ish LOS is good for gameplay. With Scouting, LOS goes up to 95 range. That's like a Triangulator, right there.

What I mean is it gets half it's detectoin and sight, just like cloaked ketting gets  65% and 50% of its detection and sight range. So when it cloaks in cover, it actually gets lower sight range in exchange for not being able to be seen.

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deadbolt Offline
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« Reply #3 on: July 20, 2009, 11:56:45 am »

with the t4 pershing 30% damage and penetration, maybe give it a gunner aswell with the new skin.
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VictorTarget Offline
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« Reply #4 on: July 20, 2009, 12:22:44 pm »

Next Gen, to me, generally meant a few things specifically.  Better engines, better working tanks...

Turret Rotation, Rate of Fire, Speed, Tank Rotation.

That's what I'd like to see in Next gen.  The rest is not quite as much fun.
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acker Offline
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« Reply #5 on: July 20, 2009, 12:39:19 pm »

There are already two doctrine choices that give faster speed. How about NGV gives better acceleration?
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VictorTarget Offline
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« Reply #6 on: July 20, 2009, 12:41:30 pm »

There are already two doctrine choices that give faster speed. How about NGV gives better acceleration?
That's reasonable.  But I still like the idea of turn speed, turret rotation, RoF.  It would make the Next Gen tanks noticably different, able to do things beyond that of normal tanks.

It would change the face of the company, which is what a T4 is for, isn't it?
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Tymathee Offline
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« Reply #7 on: July 20, 2009, 01:48:22 pm »

There are already two doctrine choices that give faster speed. How about NGV gives better acceleration?

Didn't think of that, makes sense, and I"d love to see better deceleration as well that affects  how fast you can reverse move.
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CafeMilani Offline
Aloha
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« Reply #8 on: July 20, 2009, 01:50:50 pm »

some of your ideas are OPed and exploitable imo
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Ununoctium Offline
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« Reply #9 on: July 20, 2009, 01:54:01 pm »

with the t4 pershing 30% damage and penetration, maybe give it a gunner aswell with the new skin.
You can't be seriously thinking that thats a worthwhile doctrine choice?
I mean a 30% bonus to ONE or 2 units in your whole army?
if it gave the pershing more i dunno.. survivability and not make it some sort of ultra glass cannon...

30% damage 20% penetration +10 range
Honeslty improved barrels is SO OP on the panther...
BTW you do know a Pershing sees farther than it can shoot the useless pile of scrapmetal.
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Quote from: shockcoil
Quote from: CrazyWR
My tigers get penetrated by everything.  Its really really frustrating.
Your tiger is a whore
Tymathee Offline
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« Reply #10 on: July 20, 2009, 02:03:08 pm »

BTW you do know a Pershing sees farther than it can shoot the useless pile of scrapmetal.

Dnno where you got that...it has 35 sight like all non scout units and has 40 max range.

Get hvap rounds if you wanna improve it, it makes it nearly penetrate every unit, no bouncy.

http://coh-stats.com/Weapon:90mm_Pershing_HVAP
« Last Edit: July 20, 2009, 02:05:03 pm by Tymathee » Logged
acker Offline
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« Reply #11 on: July 20, 2009, 02:10:02 pm »

HVAP rounds decrease splash. Not exactly ideal when facing anti-tank infantry.

I really want a range boost or accuracy boost or some kind of cloak, something that allows tanks to get first shots off in the face of IB tanks and/or allow tanks to kite AT infantry better. Closest thing to IB Armor currently has is Mobile Warfare, which decreases Panzerschrek accuracy at long range by a whopping 3.5%.

Seriously, this is Armor Company. Most cost-efficient armor should go to Armor company, not Blitz Company, Terror Company, or Tank Hunter Company.
« Last Edit: July 20, 2009, 02:13:40 pm by acker » Logged
deadbolt Offline
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« Reply #12 on: July 20, 2009, 02:12:53 pm »

with the t4 pershing 30% damage and penetration, maybe give it a gunner aswell with the new skin.
You can't be seriously thinking that thats a worthwhile doctrine choice?
I mean a 30% bonus to ONE or 2 units in your whole army?
if it gave the pershing more i dunno.. survivability and not make it some sort of ultra glass cannon...

30% damage 20% penetration +10 range
Honeslty improved barrels is SO OP on the panther...
BTW you do know a Pershing sees farther than it can shoot the useless pile of scrapmetal.

Its worthwhile when you run a 3 persh company and it will own all tanks on the field, and its splash damage with +30% will own inf. I will show you all.
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acker Offline
EIR Veteran
Posts: 2053


« Reply #13 on: July 20, 2009, 02:14:37 pm »

You're going to lack scouting elements and light vehicles for the early game, though. That seriously gimps company flexibility.

2 Pershings+extra armor or Calli might be better, even with Super Pershings.
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VictorTarget Offline
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« Reply #14 on: July 20, 2009, 02:16:43 pm »

If you're rolling three pershings, then you can have one trundling about from the beginning.  A lot less use for light vehicles when you've got a heavy tank enjoying the nice weather.
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acker Offline
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« Reply #15 on: July 20, 2009, 02:19:04 pm »

...At 16 popcap? If you get Superior Command, you're going to miss Field Repairs, which is good with any tank.
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VictorTarget Offline
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Posts: 234



« Reply #16 on: July 20, 2009, 02:29:28 pm »

...At 16 popcap? If you get Superior Command, you're going to miss Field Repairs, which is good with any tank.
Pershing+infantry squad+HT gives you 24 pop. 

I'd run that, have the HT avoid combat and cap (but have grenades, to assault a position if needed or dislodge shreckers) and have the pershing run interference for it. 

Why would you need superior command, again?
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Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #17 on: July 20, 2009, 02:34:31 pm »

with the t4 pershing 30% damage and penetration, maybe give it a gunner aswell with the new skin.
You can't be seriously thinking that thats a worthwhile doctrine choice?
I mean a 30% bonus to ONE or 2 units in your whole army?
if it gave the pershing more i dunno.. survivability and not make it some sort of ultra glass cannon...

30% damage 20% penetration +10 range
Honeslty improved barrels is SO OP on the panther...
BTW you do know a Pershing sees farther than it can shoot the useless pile of scrapmetal.

Its worthwhile when you run a 3 persh company and it will own all tanks on the field, and its splash damage with +30% will own inf. I will show you all.
oh wait you can have 3?
nvrmind
*changing plans for dual to triple.
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Ununoctium Offline
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Posts: 1256


« Reply #18 on: July 20, 2009, 02:39:20 pm »

sorry double post..

Pershing at 16 pop is counterable by 16 pop of units.
KT at 20 pop is NOT.

Tank command should reduce tank pop by 3 and vehicle pop by 1 or 2. that give it a little more usefulness.
As for pershing T4, why would you give up 2 free self repairs on 3 pershings = about 9 pershing lives for a little 30% damage boost?
Onboard is in theory a 100% damage boosts if you repair twice at half health. run 2 pershings at the same time is 32 pop and you keep switching them - repair one  or you use tank command instea dof field repairs and 2 perhsings is 26 pop so it comes at you fast.
Ironically 32 pop of perhsings dont kill a KT either. 12 pop of KT support vailable...
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Baine Offline
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« Reply #19 on: July 20, 2009, 02:52:59 pm »

sorry double post..

Pershing at 16 pop is counterable by 16 pop of units.
KT at 20 pop is NOT.


My commando company:
6pdr - 4 pop
Bren tommies - 5 pop
Airbornes with RR - 6 pop   <- exchange with 2 Piat commandos if you like


And yes, i have done that already.
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