Commander abilities impact in the game is decided by how frequently they are being used in the game and by the effect they have one used.
There are many abilities that have high CP requirement and high cost and they simply fail to deliver not because they are UP but because the are simply can not be used enough times. So my suggestion is instead of following the trend of buffing them one could lower CP/Cost and adjust power level. Here is a list of some of the abilities that imo can see such a change:
Soviets:
IL-2 PTAB Anti-Tank Bombing Run
CP-10 180 mu
This ability could be changed and instead of "Deleting" a single vehicle to become a bit more m83 cluster bomb being delivered faster in wider area but doing damage only to vehicles and providing temporary critical with a price lowered to 160.
Ostheer:
Railway artillery
CP-12 200 mu
The ability could have its CP lowered to 9-10 and munition reduced to 180. Imo it would also be worth testing lowering the actual wipe circle but increase damage vs structures so that the ability can be used against buildings.
Sector artillery
CP-12 200 mu
The ability should be redesigned imo. Such defensive ability should not be that expensive and come this late. Lower cp 8-10 and munition to 160 and replace the artillery rounds with mortar rounds.
Close the Pocket
CP-12 200 mu
The ultimate meme ability, hard to pull off, easy to counter and stop  but devastating if one does not react. 
 
Again  cp 8-10 and munition to 160 make the ability continue even when areas connected again replace arty with mortars. One could even replace the arty with a couple of stuka dive bombing runs if the are remains without connection. 
OKW
Assault artillery
CP-12 200 mu
Lower CP 7-8 mu 160 replace artillery shells with mortar shell 
Zeroing artillery:
CP-12 300 mu
Lower CP 8 mu to 180 lower greatly lower the number of shell fired
USF
240mm howitzer barrage
Cp-12 250 mu
Lower MU to 200 redesign to have smaller wipe AOE but do extra damage to building.
UKF
Hold the line
CP-8 250 mu
Lower CP 5-7  and mu to 70 lose the Typhoons alternatively add a single typhoon pass per sector if enemy is detected and adjust price.
Forward observation post
CP 12 250MP/30FU
Lower CP to 2-3 and completely redesign the ability. Forward Assembly now have increased sight by +10, can launch flares and gain is +20-40 range in calling arty. Ambient buildings can turned into FOP for 160 manpower increasing sight by 10 and able to call flares. 
Once Anvil or hammer is unlocked FA and FOP can be upgrade for 40MP/20FU and can not call in Typhoon airstrikes for 100 MU.
			High CP Commander abilities
									24 Apr 2020, 12:38 PM
				
	#1					
								
					
				
		
Posts: 13496 | Subs: 1
									24 Apr 2020, 16:09 PM
				
	#2					
								
					
				
		
Posts: 249
I don't see how replacing the howi shells with mortar shells would improve the german offmap artillery. Just lowering the CP/muni cost and somewhat increasing delay between barrages/shells should be enough.
			
		
									25 Apr 2020, 08:34 AM
				
	#3					
								
					
				
		
Posts: 13496 | Subs: 1
I don't see how replacing the howi shells with mortar shells would improve the german offmap artillery. Just lowering the CP/muni cost and somewhat increasing delay between barrages/shells should be enough.
Well if one lower both CP and munition cost of these abilities one will simply make them OP. By making them easier to use but with less impact one can actually make them more useful.
									25 Apr 2020, 10:30 AM
				
	#4					
								
					
				
		
Posts: 563
I highly doubt i would be using assault artillery ever if it only dropped mortar shells. Especially gor 160 munitions. Only one that really requires changes is hold the line as it has way too many variables in it that are required for it to work.
			
		
									25 Apr 2020, 10:36 AM
				
	#5					
								
					
				
		
Posts: 17914 | Subs: 8
What if.... they are not meant to be used many times during the game? Hence high costs and performance?
Zeroing arty for example, together with scout plane or new UHU will remove any and all defences on the heavily entrenched place in a stalemate game.
			
		Zeroing arty for example, together with scout plane or new UHU will remove any and all defences on the heavily entrenched place in a stalemate game.
									25 Apr 2020, 13:11 PM
				
	#6					
								
					
				
		
Posts: 56
Hold the line is the single most anointing thing imo. It is 250 ammo but only works on your caps? Really? What are you supposed to do in 2v2-4v4. The ability gets so little space for use. It is not worth the 250 ammo because it will only work for 1-3 tiles at best and most of the time you can use it you won't have the ammo for it. So either make it cheaper or mapwide so that you can save a teammate that is losing his side... 
			
		
									25 Apr 2020, 13:14 PM
				
	#7					
								
					
				
		
Posts: 17914 | Subs: 8
Hold the line is the single most anointing thing imo. It is 250 ammo but only works on your caps? Really? What are you supposed to do in 2v2-4v4.
Defend against attack?
Like... the name of ability suggests?
No idea about its modifiers tho.
									25 Apr 2020, 13:19 PM
				
	#8					
								
					
				
		
Posts: 56
Defend against attack?
Like... the name of ability suggests?
No idea about its modifiers tho.
Yeah but imagine this. You are in mid. But your teammate capped mid. Now you are losing mid. And you have 250ammo to spend. You click it. It is not called in in mid because you did not cap it. You lost mid and ammo.
									25 Apr 2020, 13:25 PM
				
	#9					
								
					
				
		
Posts: 17914 | Subs: 8
Yeah but imagine this. You are in mid. But your teammate capped mid. Now you are losing mid. And you have 250ammo to spend. You click it. It is not called in in mid because you did not cap it. You lost mid and ammo.
It not being activated on sectors not capped by brit would be a bug/issue, but not performance or cost related problem.
									25 Apr 2020, 13:29 PM
				
	#10					
								
					
				
		
Posts: 56
It not being activated on sectors not capped by brit would be a bug/issue, but not performance or cost related problem.
Idk. All I know is that planes do not fly in the sectors you yourself did not cap. You get the shield icon over the inf but idk if the bonus applies (or how big the bonus is). But if the planes not triggering in the areas you did not cap is a bug that bug is here for a long time.
									25 Apr 2020, 13:31 PM
				
	#11					
								
					
				
		
Posts: 17914 | Subs: 8
Idk. All I know is that planes do not fly in the sectors you yourself did not cap. You get the shield icon over the inf but idk if the bonus applies (or how big the bonus is). But if the planes not triggering in the areas you did not cap is a bug that bug is here for a long time.
Report it in a bug thread and see what happens.
ZiS-3 bug was a well known bug and we've had it for years up until last patch(tho it was a solution problem rather then not noticing the bug).
Bugs on abilities that aren't really used in meta strats are often overseen as they don't do anything to harm competitive scene.
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