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For ROTP, do you find the tanks useful? You said yourself you mainly play ROTP as a spam and special forces doctrine.
Most of the time I keep my tanks a victory point behind the front line. That way they can be speedy to renforce positions where my infantry was taken out or where they would need support. On rare occasions where I dont find even my most elite infantry suitable for a capture mission I send in the tank but I have it Vetted up first that way After taking out surrounding enemies I can capture it without a infantry force and thus saving manpower.
For Armored Rush, removing infantry alltogether will introduce some unique problems, and essentially invalidate work done, but perhaps there exists a solution: players will need to choose between infantry elements via a mutually exclusive upgrade; an option that locks out say... machine gun squads in favor of tank guards, or something to that effect.
Alternatively, we could de-emphasize infantry by placing limits on the numbers of certain infantry squads allowed, but then buff those infantry squads, making a unit like tank guards stand out and perform well, but be limited to 1 or 2 units.
As another option, we could limit them more conventionally, raising population costs on almost all infantry, loweing them slightly for vehicles. The same implementation can and should be done for cost as well- think CnC Generals' tank general who had overpriced mediocre infantry to discourage their use. Importantly, no matter what action is taken for armored rush, they need to have vehicle options to replace their losses on the infantry front. light combat vehicles, US and British imports, whatever. I'll make sure Phylla sees this thread; in the mean time, do you think these changes would be enough, and if so what one works best?
For ROTP, it seems several of us agree the armored heavy vehicle side of the specialization is perhaps a little unusual. What should replace those tanks then, if anything? We have an entire tier IV structure sitting there almost completely empty.
To be specific as well, I think it would be wise to keep the SU-85, SU-76, T-70, Halftrack, Armored Car, Truck and Katyusha as specialization vehicle options.
The player will need new things to spend fuel on. Perhaps new upgrades or special troops called in via fuel? Maybe the structure can produce 'Elite Conscripts' or Veteran versions of prior units. I'm not sure. As far as an artillery focus for the specialization, I think thats already readily achieved via commander unlocks and the sheer numbers of mortars and katyushas you can easily field. What more could you ask for, since players playing ROTP are capable of severe artillery spam already. Perhaps access to the commander specific 120mm mortars?
However there is a good point made about ROTP's ability to hold sectors in the late game, which is often where they show a lot of weakness due to their mediocre infantry being severely outmatched by superior hostile forces. I can speak only for myself, but Guards blobs and Shock blobs just do not work like they used to in vanilla. How can we improve the specializations ability to take and hold ground in a stand up late game fight? Unit upgrades to old units? New units? I'd advise against any suggestions to make the army even more spammy, or we will run into performance issues.
For ROTP that would be "Kashtan", a enlarged shotgun spraying a lot of fletchees into hordes of OKW Zombies/ Japanese cannon fodders. However, this searchlight looking device is not cheap and has very low accuracy, so using it against big hordes of meatshields is the best choice.
For Armored Rush that can be "Sprandel" nest, the best view of that is TOW Section from Modern Combat mod for vCoH, a guided missile effective against both aircraft and vehicles, however at cost of long cooldown(reload) between missile locks.