Iron Harvest

Iron Harvest

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Muttley 8 Aug, 2020 @ 12:37pm
Here's my idea for making Infantry feel different DEVS LOOK!
For Grenades, have Pol have a grenade that does more damage to infantry but maybe doesn't destroy as much cover and deal barely any damage to mechs since they're scraping by and having to use nails and such. Sax get a grenade that deals more damage to scenery and mechs since they're more advance and Rus get one that leaves behind fire. For Gunners give the Rus a shrapnel launcher or something. higher damage but you need to be close, Pol's have the most range and Sax maybe have something like a rapid fire one that deals less damage due to the facts it fires more rounds. For the MG's again Pol gets range on their side while Sax maybe get a heavier one that deals more damage to armored targets at the cost of fire rate, Rus get an auto-shotgun. For the flame troopers the Pols get the base variant, Sax get one that has more range (maybe) and Rus have a wider range to hit targets with. The Exo's are fine, maybe just fine tune them. Medics, Pols are basic yet get Rifles since that's what's available, the Sax have pistols but can heal faster due to them being more advance, and Rus... You can probably guess. Pistols and they can throw their medical supplies (alcohol since that is used) though doing this will have a cooldown that'll restrict them from healing. For engineers, well that I haven't really thought of yet cause I don't know for them really. Maybe Sax build faster, Pol get rifles and Rus scrap faster?

Point is, I feel this would flesh the factions out a hell of a lot more and make the infantry not feel so samey. If anyone has an idea throw it in. And lets see if we can get the devs to look at this. They may not be able to do this when the game releases, but they could try to add down the road. We just need to show them that this is what we want
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Showing 1-14 of 14 comments
-SIBERIANWOLF- 8 Aug, 2020 @ 5:27pm 
sound cool i somehow like the inf still cool add but you have to balance it again and the exos and antimech gunners are strange
the morter exos of saxony need ten minits to die against rus melee exos it was soo painful to watch like :Nutcracker: they were just standing there was horrible
the antimech gunners are soo slow slower than flamer which is pretty usless wehn they are so slow i mean its a close combat unit in case of the flamers and the gunners just get too late to the battle and cant run away or survive hits and all units retreat so slow and run like grandmothers (even in coh they run faster and better away) why they can melee attack retreating units they should just slip away in my opinion like in coh and still take damage from fire weapons)

there is no transport vehicle or something like that is also a bit sad (maybe you can pack some inf on exo inf back or what about steampunk bicycles hello?)

mostly i hate the mechs they are to stupide they should react to the biggest danger and not walk away in retreat like brain dead e.g. damn like stay faceing the most dangerous enemy and walk backwards we neeed a backward botton like for the tanks in coh and maybe delete the retreat botton from the mechs
they cant move though the battlefield dont know is it bug or what... i can crush buildings but no wood and stuff they should be clumsy but this here is some times insane and so slow i want to punsh my screen
Son of Sam 8 Aug, 2020 @ 7:53pm 
I agree with you on factions feeling much too samey as they are, though I have a few ideas of my own on how to differentiate them. I think you'd have to solve the current infantry spamming meta before any of this was really viable, and possibly change up some mechanics like armor, but this is just my two cents.

Grenades
Give Polanian infantry Molotovs, affording them a decently sized area denial ability and persistent damage/good building clearing capabilities while honoring the ad hoc nature of their 'resistance' theming. Maybe give this a lower CD (or in an ideal world, a lesser cost) compared to other grenades.

Give Saxony infantry a grenade with a narrower blast radius/lesser damage to buildings and cover, but also give them a smoke grenade. They're shock troops that (*supposedly*) work best at medium ranges, so having smoke would allow them some better flexibility when it comes to positioning, as well as viability in later-game in combined arms tactics. Medium CD (or cost) for both.

Give the Rusviet infantry a bundle grenade with a longer CD/longer(ish) fuse that deals big damage in a wide radius. Has a longer CD/higher cost, but can decimate buildings and deals solid damage to mechs.


MGs
Give Polanian MG crews better mobility, so they're a bit quicker to move around/deploy and give them reliable, good all-arounder guns. This way they can shoot and scoot, dealing damage and leaving rather than trying to engage in head on fights with enemies.

Give Saxony MG crews average mobility but give them guns with high rates of fire and higher suppression rates/areas than other MGs. This would give them a better role in combined arms tactics, allowing them to support infantry and mechs with their solid suppression and rate of fire.

Give Rusviet MG crews slightly reduced mobility, but increased health or armor and a gun with low rate of fire but high damage and improved armor penetration for dealing with mechs. Everything about Rusviet seems slow, ponderous and heavy-hitting; with this set up, they'd fit that theme and be a scary threat in their own right, but would make them struggle when it comes to switching targets or being ambushed.

*Shrug* lots of options, hopefully devs do something!
Last edited by Son of Sam; 10 Aug, 2020 @ 1:53am
TheZeisonSha 10 Aug, 2020 @ 1:44am 
Thanks for your feedback and insights here!
Muttley 10 Aug, 2020 @ 6:43pm 
Originally posted by TheZeisonSha:
Thanks for your feedback and insights here!
oh ♥♥♥♥, didn't think someone would look. Hope this actually means something
Last edited by Muttley; 10 Aug, 2020 @ 6:43pm
Jay Akula 10 Aug, 2020 @ 9:57pm 
I like your idea.

But for me I would like to see this:

Grenadier:
They should all like the standard grenade in the game, but have secondary grenade that is on a longer cool down.

Polania:
The secondary grenade should be a molotov cocktail (petrol bomb). It fits well with their guerrilla fighter theme and acts as area denial.

Saxony:
Bundled grenade. Bigger blast area and greater damage but shorter throwing ranger.

Rusviet:
Anti-mech grenade. Very small damage area, reduced damage to infantry, increased damage to mech.


Machine Gunners:
Their performance should be more closely based on their real life counter part weapon.

Polania:
Polania MG is based on the DP-27. As of now they seem to fit well with the base stat, just increase mobility a bit.

Saxony:
Saxony MG is based on the Madsen MG. So they should have the shortest burst time, the highest accuracy out of all the MG.

Rusviet:
Rusviet is based on the M1910. For them they should have lowest mobility of out of all MG, the longest burst, and increased suppression.


Last edited by Jay Akula; 10 Aug, 2020 @ 9:57pm
Muttley 10 Aug, 2020 @ 10:41pm 
Originally posted by Maillotins:
I like your idea.

But for me I would like to see this:

Grenadier:
They should all like the standard grenade in the game, but have secondary grenade that is on a longer cool down.

Polania:
The secondary grenade should be a molotov cocktail (petrol bomb). It fits well with their guerrilla fighter theme and acts as area denial.

Saxony:
Bundled grenade. Bigger blast area and greater damage but shorter throwing ranger.

Rusviet:
Anti-mech grenade. Very small damage area, reduced damage to infantry, increased damage to mech.


Machine Gunners:
Their performance should be more closely based on their real life counter part weapon.

Polania:
Polania MG is based on the DP-27. As of now they seem to fit well with the base stat, just increase mobility a bit.

Saxony:
Saxony MG is based on the Madsen MG. So they should have the shortest burst time, the highest accuracy out of all the MG.

Rusviet:
Rusviet is based on the M1910. For them they should have lowest mobility of out of all MG, the longest burst, and increased suppression.
I like the idea. I just feel the fire matches the Rus more. let alone since they have a flame mech and are more close range
Jay Akula 11 Aug, 2020 @ 3:38pm 
I like the idea. I just feel the fire matches the Rus more. let alone since they have a flame mech and are more close range

Yeah, maybe some makeshift anti-mech grenade would be more suited for Polania.
Seneschal 12 Aug, 2020 @ 3:15am 
Originally posted by Maillotins:
I like the idea. I just feel the fire matches the Rus more. let alone since they have a flame mech and are more close range

Yeah, maybe some makeshift anti-mech grenade would be more suited for Polania.
satchel charges can be made in homes and is relatively useful and tied to resistance fighters like polania
Jay Akula 12 Aug, 2020 @ 7:59am 
Originally posted by Seneschal:
satchel charges can be made in homes and is relatively useful and tied to resistance fighters like polania

Yeah, the like the satchel charges the Penal squad uses in CoH2. Good idea.
Last edited by Jay Akula; 12 Aug, 2020 @ 8:00am
puRe 12 Aug, 2020 @ 10:27am 
Originally posted by Maillotins:
I like your idea.

But for me I would like to see this:

Grenadier:
They should all like the standard grenade in the game, but have secondary grenade that is on a longer cool down.

Polania:
The secondary grenade should be a molotov cocktail (petrol bomb). It fits well with their guerrilla fighter theme and acts as area denial.

Saxony:
Bundled grenade. Bigger blast area and greater damage but shorter throwing ranger.

Rusviet:
Anti-mech grenade. Very small damage area, reduced damage to infantry, increased damage to mech.


Machine Gunners:
Their performance should be more closely based on their real life counter part weapon.

Polania:
Polania MG is based on the DP-27. As of now they seem to fit well with the base stat, just increase mobility a bit.

Saxony:
Saxony MG is based on the Madsen MG. So they should have the shortest burst time, the highest accuracy out of all the MG.

Rusviet:
Rusviet is based on the M1910. For them they should have lowest mobility of out of all MG, the longest burst, and increased suppression.
Originally posted by Seneschal:
Originally posted by Maillotins:
I like the idea. I just feel the fire matches the Rus more. let alone since they have a flame mech and are more close range

Yeah, maybe some makeshift anti-mech grenade would be more suited for Polania.
satchel charges can be made in homes and is relatively useful and tied to resistance fighters like polania

+1
I really like these ideas!

The same could be done with the Flamethrower and basically any other infantry unit to make them more diverse.


Flamethrower

Saxony: Smaller cone but longer range
Rusviet: Larger cone but shorter range
Polania: Makeshift flamethrower with a medium cone and medium range, randomly malfunctions to get a longer range or larger cone burst for a short time.


Gunner

Saxony: Slower rate of fire but more anti armor damage
Rusviet: Faster rate of fire but less anti armor damage
Polania: Larger area of effect and more area damage


Medic

Saxony: Heals instantly but not to full hp (if almost dead, maybe to 66-75%) with a medium cooldown
Rusviet: Heal ticks slowly for around 50% hp in a radius with a long cooldown
Polania: Heal ticks slowly but to full hp with a short cooldown


And so on... Just be creative. ;)
Last edited by puRe; 12 Aug, 2020 @ 10:29am
Gunner Teemo 12 Aug, 2020 @ 12:03pm 
Sounds great m8!
Yuithgf 25 Aug, 2020 @ 7:52am 
putting this out there, in real life at that time russia had gas hand grenades
http://www.inert-ord.net/russ02i/gas/index.html
also, cant help but feel like infantry ranges need to be upped across the board, like for real.
TheZeisonSha 26 Aug, 2020 @ 2:07am 
Originally posted by Muttley:
oh ♥♥♥♥, didn't think someone would look. Hope this actually means something

We actually read our forums, that's the least we can do, can we? ;-)
Seneschal 26 Aug, 2020 @ 10:08am 
Originally posted by Yuithgf:
putting this out there, in real life at that time russia had gas hand grenades
http://www.inert-ord.net/russ02i/gas/index.html
also, cant help but feel like infantry ranges need to be upped across the board, like for real.
yeah i think overall range needs a serious buff and overall i think units should be encouraged to skirmish for a while before thinking of moving in, longer ranges would also make defending more fun
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Date Posted: 8 Aug, 2020 @ 12:37pm
Posts: 14