Assault Artillary - Still not worth the 200 munitions cost as the circle the shells can fall within is massive. Way too dependent on RNG. I would either like to see the circle reduced in size by 50% or a guaranteed number of shells land dead center so it can be used to reliably destroy static weapons/buildings.
Sturm Officer - Overall the changes are good, but I would like to see some additional utility be added. Smoke nade or regular nade would be nice
Jagtiger - Its cost and or performance need to be addressed now that it's tied to tech. Even as a call in unit is was rarely if ever used. Currently it costs 35 fuel more than an elephant for a little more range and the ability to sink your ammo into a crap mobility upgrade, the ability to fire 2-3 shots through world objects, and an awkward barrage that will maybe tag an infantry model assuming the shells don't collide with terrain as they have little to no arc. Maybe take a look at its vet requirement/bonuses as well.
Opel Blitz - Good changes overall, the reload & ability recharge buffs it gives infantry still feels awkward though.
Command Tiger - Still a lackluster tank. The aura should be passive to be consistent with all other command vehicles. Tone down the bonuses if you have to, but no one will pay munitions to temporarily buff a few squads that have to hug the Tiger while it also gets hit with a debuff to compensate.
Schwerer - Seems like a waste if all you get are vanilla Obers out of it. They're going to have to fight vetted allied infantry and it's not like their LMG/STGs are free either. I also don't feel that the JP4/Ostwind would be too much to add to phase 1.
Sturmpios - Good changes, but I'd like to see shrek not lockout minesweeper.
Raketen - 5 more range and 1 more man won't do much to address the main issue people have with the unit, which is consistency to hit light vehicles and ability to penetrate armored targets. Early game vs an M3 will still be an RNG nightmare, and so will fighting allied heavies late game. Maybe a 1st shot out of camo accuracy/pen bonus?
SturmTiger - Give it back the ability to pierce world objects to fix its horrendous consistency issues and replace its vet 1 ability with either a recon flare or long range smoke canisters. |
Falls are unable to capture/decapture territory. |
Was really hoping for some meaningful QoL changes for the SturmTiger, or even a complete redesign. Has there been any discussion with returning its world piercing projectile property back now that its AOE profile is centered around health damage/suppression? It wipes so much less than the AVRE which has a turret and auto-reload.
Also, how about a usable vet 1 ability such as recon flare or long range smoke canisters? |
Thought about that, but it's impossible to code sadly. Shared veterancy is apparently something that can't be temporarily turned on/off.
Bummer
Not sure about the veterancy shuffling to be honest, seems like an overall nerf. Combat blitz at vet 4 feels very odd. Is it too much to ask that blitz come stock and make vet 4 something else entirely? Smoke cannisters (like Sherman) maybe? |
Is it possible to give the Command Tiger shared veterancy while the command aura is active? Would make it worth using at the cost of the Tiger's lethality. |
My preferred options:
a. Stuka Smoke drop:
Cheap recon ability, Smoke would have GREAT synergy with Assgrens and tanks. Stuka smoke drop would also be a unique ability for Ostheer and FITS a a lot better to the aggressive play style of "Strategic reserves".
OR
2. Reworked Sector Artillery from "Breakthrough".
The commander is lacking a heavy ammo based ability, strong arty fits to "Strategic Reserves" (General Staff providing additional mun reserves for a counter attack), Wehrmacht does not have great off map arty and "Sector Arty" needs a rework for years. Sounds like an promising combo, doesnt it?
I support both of these ideas, great feedback. |
It'd be great if all heavies were tied to tech, but until then the OKW Tiger's cost should be reflective of it currently being the only heavy with this rule. If and when all heavies get overhauled, address its cost to match the rest. |
Arguing STG obers don't have enough utility when they have:
Bundle grenade
Boby trap point
Vet 1 damaging smoke grenade
Vet 3 passive healing
Vet 4 suppressive fire (which still works with the STG)
Vet 5 passive sprint
There STG mostly ignores cover (0.9 instead of 0.5) and is still effective at max range
AND get one of the lowest RAs in the game
Almost all of those things come with the LMG as well. They're not incentives to go the IR STG route.
Exclusive Camo and or smoke nades would be however. |
It should be noted that while it’s not crazy, Obersoldaten become one of the best mobile passive detectors of stealth units with IR. Probably not advisable for a stealth unit to have great detection.
Deal! Trade the detection for camo.  |
I have a very less-is-more attitude. Don't get me wrong, abilities are good, they add depth and make things interesting. It'd be a lesser game without them.
But if you overdo it, you add unnecessary complexity. You make the game harder to understand without making it better. Look at JLI: they're saturated with abilities, but how many actually get used?
Obersoldaten are late-game combat infantry to supplement Volks as they get outscaled and/or wiped. You've already got a whole army of moving parts on the field by then: the game doesn't lack for depth at that stage. There's nothing wrong with them being straightforward combat units.
They've already got a bundle grenade, a white phosphorous smoke grenade and booby traps. If they're not strong enough, I'd make them stronger before loading even more chaff onto them.
I really don't see how giving STG Obers passive camouflage is adding unnecessary complexity. It's not an ability you activate, and if anything it's adding consistency to the game by applying the same theme to them as other elite CQC infantry who get camouflage and or smoke grenades. It makes less sense that they do not get either while all others do. Even PGrens are getting smoke nades. |