I think they should be strong with relatively few veterancy bonuses. But then that kind of negates the point of veterancy.
Nerfing them would just make them closer to Volks.
I dunno, give them panzerschreck upgrade to compete with LMG34? I'd love an alternative to Sturmpioniers with panzerschreck, plus it expands two units' roles.
If we're talking about altering veterancy, I'd think something more utility might be useful, ie they capture territory faster, and reduce suppression of nearby friendlies. That way, vetted Obers aren't more uber via killing power but amplify the abilities of other units. |
Given low stats and high cost I'd probably not use it even if it had 75mm gun. |
I think only some units should be changed. Making them basically act like Stormtroopers across all factions hurts unit diversity. There should be faction-wide consistencies, though, for example one faction requires weapon upgrades, but they come cheaper, recharge faster, etc, whereas a unit like Falls or JLIs do not, but are more expensive, or lack versatility.
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I like how it is. Doctrinal commanders can fill the role of T0 mainline for a while, and T1 HMG just makes Ostheer more like OKW.
I'd say the disadvantage of T1 Grenadiers is intended.
I also think that this swap would make certain doctrinal commanders less useful and appealing; a commander that offers T0 infantry call in can open up more strategies, than said commanders' options simply becoming redundant. |
yeah they won WW2 with droves of unarmed farmers |
I think they're there to make sure your other infantry units don't die.
Problem is, you then turn those other units into Conscripts ;/ |
Only with Volksgrenadiers and Pioniers. Maybe Grenadiers, but only if I feel the need to deny my enemies a AT weapon in their Conscript/ Rifleman squad.
Anything else either has better weapon upgrades, upgrades that take all slots, or too small and fragile to waste slots on. I prefer to spread firepower a bit among squads so that if one gets wiped, you still got some capability left in the other.
Of course I'd pick a PIAT or Bazooka over PTRS in most cases. |
More like unit tweaks than commander.
I don't mind 0CP Pathfinders but they'd have to have slightly higher cost and/or recharge time. I'm fine with that, though I also recognize that they're not exactly best squads USF has to offer.
While I see the logic behind ATG/ HMG being munitions cost, I think that might swap one resource float for another. I also sort of think these two abilities aren't used often compared with things like off-map artillery or unit call-ins. it also means you can "double up" on unit production by going captain and training AT Gun, while also spending munitions for HMG; harder to pull that off if other options use the same resource.
I think Elite Crew Training should just give a XP gain modifier. Anything else seems like a cheat, and giving new XP levels after selecting Armour Company might not be technically feasible.
The line of thought I have here is that the ability should augment the Vehicle Crews capabilities, in this case gaining more XP means you are able to level up vehicles faster (and encourage using them instead of other infantry manning vehicles), and obtain Critical Repair ability earlier. This boosts the ability of using Vehicle Crews and vehicles in general without making you use them in a different manner, which Thompsons do as it requires you to use them like Rangers or Shock Troops.
The other problem with a 5 vet level, in the case of things like passive repair, is that it would make them very powerful if you manned something like a Panzer4 or a Tiger with a vet5 crew; you wouldn't need to worry too much about it's destroyed engine because the unit can do it for free on its own. At least critical repair required risking the unit to repair and costing munitions to remove something that would otherwise cripple a tank;s ability to run away or fight. A vet5 ability that skips all of this would be overpowered.
i'm a bit rusty on EFA details, but it think only Soviets and USF have doctrinal units tech-tied, and none are heavy tanks. Given the weaker characteristics of Calliope and Pershing, I'm not a huge fan of applying the same idea.
I'd rather have I&R Pathfinders utilize the ideas you suggested for Riflemen, it would make them stand out from just being 155mm arty pathfinders and make them more relevant to the game, it also doesn't turn Riflemen blobs into blobs with scouting capabilities. |
Vet1: Trip-wire flares.
;p |
Technically, the HEAT Rounds ability's cooldown is 60 seconds; however it starts once you activate it, so the actual cooldown time is 40 seconds, the 20 seconds being the time the ability is active.
All vehicles with this ability have the same cooldown times and munitions cost (45 each time), naturally. Only vehicles designed to fight enemy vehicles (re Puma and King Tiger, not Luchs or flak halftrack) have this ability. Rak43s don't have this ability.
Short answer: 40 seconds. |