Eastern Front is a free mod for Company of Heroes. Following the ethos of mimicking a Relic Entertainment expansion pack, Eastern Front has succeeded in adding two full new factions, the Soviet Red Army and the German Ostheer, packed with unique and exciting units to the existing armies - a feat never before achieved in the Company of Heroes world.
This is how the normal Breakthrough Assault Strategy tree will look for the next update.
The most prominent feature is that KV tanks no longer replace T-34/76, but that's just the frost of the cake. The tree now have the following:
Left side:
* Inspired Speech: Temporary makes all the infantry sprint.
* SU85 / KV1: Call-in one of these units, depending of the reward unit selected. We are planning about including the SU100 & KV85 as upgrade for these units, but atm this depends of what the balance tests show.
* IL2 Strike: During 60 seconds you will receive cover from IL2 ground-attack aircrafts. Some of them will strafe infantry and others will drop PTABs(anti-tank bombs, instead of rockets).
Right Side:
* Mechanics: Call-in a squad of mechanics. Their ability, Improve Tank Production, now decreases the fuel cost of the Tank Hall instead of decreasing their production speed, but there is a nominal munition cost instead.
* Tank Riders: Allows T-34s to carry the Commissar Squad, Strelky, Tank Hunters and Guards. The upgrade is retroactive and no longer represents a call-in.
* ISU152/IS3: Call-in one of these units depending of the reward unit selected. Atm the ISU152 stuns vehicle for a couple of seconds everytime it hits it(yeah, we remember the reload time is a bit high), also the barrage ability stuns infantry for a couple of seconds as well.
It might change by the release, but it is more or less ready.
Sounds really awesome! I like how you guys made a change to the tank rider ability.
SU-100 might also be interesting since the Soviets already have an 85mm gun under the T-34, so a 100mm upgrade will make the SU-85 less of a redundant vehicle late in-game.
Mechanics should better cost only 1 point.
But whatever. Nice pic. Nice Tree.
Why should they only cost 1 point?
Because they have 0 combat value. And yes they can repair vehicles faster but that can easily be done by hordes of Ingenery.
So then they get only useful if the tank hall is built, since everything else can be done by ingenery but better. The earliest time is at 2CP. So it fits there and not at 1CP, when they are useless.
WTF? When you are useless you cost less than you cost when you are usefull, simple logic! Also this effects the balance beetween the factions, abit, because you will have to loose 4 points to call the T-34!
@GSmirlis
So, why would you use mechanics at 1CP if engineers perform better at that point? At 2CP they will come a bit late and won't be a burden for T-34s because, hypotetically, they will come at 4CP regardless if you get mechs at 1CP or 2CP.
However, remember there is no T-34 call-in anymore.
The problem is that mechanics have no combat performance. Thats why its difficult to set the correct CP value. Even Luftwaffegroundforces have rifles which at least do some damage. Maybe we can do something about it ...
Aw, so where do the Tank Guards go? I liked the skin...
Are you planning to give ISU-152 a DshK? It looks a bit naked with just a gun (well personally I only think that an assault gun without a MG is merely a gun platform, not an adequate tank substitute), and it is nice to see some serious anti-infantry firepower on this Soviet beast.