@CrazyPasha probably the reason why it was cut was one or more of the criticisms you point out.
If I were to change the commanders, I guess it be like:
Forward Supply Station:
Unchanged
Urban Assault Panzergrenadiers:
Instead of Panzergrenadiers they are Assault Grenadiers (same weapons, same squad size) with 1-2 flamethrowers and the usual sprint + grenade assault abilities. The armour upgrade I don't think is really necessary if they have large squad size and modest manpower cost and early CP unlock.
Incendiary Mortar Barrage:
Being an unlock for only one particular unit doesn't feel right to me, I'd rather it be a combination passive like being able to give Incendiary grenades to infantry squads, or at least giving both mortar and panzerwerfer incendiary attacks. Or more simply give it mortar halftrack; or even Stuka Incendiary Run. But I think the original idea behind this commander was that it has no abilities copied from other commanders since people disliked so many rehashed commander combos (understandable since many of them were bad, but that's a problem of results and lack of new additions, not the concept).
Munitions Blitz:
This was clearly an attempt to re-make Redistribute Resources from Fuel->Muni to Manpower-> Muni, and the result is pretty underwhelming. Surely just doing Luftwaffe Supply Drop or even Opel Blitz Truck would have accomplished the goal of resource manipulation well enough? Would be even more versatile as it's not limited to munitions but can also grant more fuel.
Strategic Bombing:
I can't help but feel like this ability is where Relic guys just ran out of ideas and just opted for an even more unrealistic off-map barrage. Railway Artillery would have suited this role, and given the rather long delay between the time flares are thrown down and bombers fly in to drop at large scatter, this ability actually seems less useful than it looks.
As for the Soviet Commander it is apparent it's not just broken but very wonky design that subverts everything CoH2 is about:
No Retreat, No Surrender!:
Disables retreat (permanently) but increases manpower and training speeds. There are already mechanics found in this game that can simulate this style of gameplay with more finesse and with less imbalance. In Ardennes Assault there is an ability for Officer squads to halt all retreating squads, for example; a Commissar unit could provide that ability, which would be much more flexible and allow for balance tweaks (re long cooldown time so you don't spam retreat prevention). That this ability also increases manpower income means Manpower Blitz is redundant.
Commissar Squad:
This commander was made before WFA, so it looks like Sturm Offizier inherited much of the design characteristics, whereas instead of pinning it and nearby squads retreat when officer dies. If I were to redo this unit I'd say it just grants forward retreat point and grant bonuses to nearby infantry when it or they are in combat; I can't say there's really more I have in mind that would make it stand out from the other officer unit types in the game besides the usual aura-support caster. I recommend FRP only on the basis that Soviets have no such capability, and Urban Assault has one. This would also justify the squad's low manpower cost as well as it's relatively lack of combat efficiency: it's a squad that helps your army rather than a squad that can fight- we actually don't have that in the weakest infantry in this game, besides Medics.
Manpower Blitz:
Definitely one of the reasons why this commander was cut, manpower equivalent to the now cut Redistribute Resources, and as mentioned stacked with the first ability. If anything this should be similar to the new Recoup Losses ability for OKW, which does the job much better since it has active duration, munitions cost and cooldown, plus it only works when you actually lose men.
Hold The Line!:
The drawbacks to this ability are negated by the two manpower abilities that can pump out infantry to make up for any losses your troops incur. This should instead be something like gaining much better defensive bonuses, but only when the unit(s) are in cover or garrisoned. This promotes and rewards smart gameplay that most competent players would try to utilize anyways; this can also be an individual ability rather that a global one, so micromanagement of units as well as resources would be key for being a factor in winning.
Scorched Earth Policy:
Ability seems more suitable to the style of UKF off-maps, instead of multiple sectors, this ability rquires you to choose a specific one.
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