Ambivalent. No one hates the idea of new factions, maps, commanders and so forth, but I'd think most people would want them done well, and not churned half-heartedly produced for profit. I'd rather shell out money on small number of fleshed out DLC rather than a large amount of them that are clearly rushed and done by interns.
For perspective, the MWNL skins were free, now they are selling them. And I don't mean new versions like UKF (there are none), but the ones they already gave away for free. Not only selling, but at full price. You'd think something like adding blood spatter on default skins would at least be appealing through half price or something.
I was under the impression that the design behind UKF was that heavy tanks aren't meant to deal with Elefants or Jadgtigers in terms of a head-on fight. This is reinforced by the fact that the UKF have great options in dealing with said vehicles by way of things like Firefy and Comet.
So maybe the problem isn't British "need" a heavy tank, but rather you're using the heavy tanks they already have wrong?
The British did not contest German heavy vehicles using their own heavy vehicles; British heavy vehicles were designed to support infantry.
17 pounder weapons by way of tanks or tank destroyers, artillery, and air strikes were the usual method.
The British had ways to defeat German heavy armour, but it was never done through a tank. The ones that came in vehicles couldn't take a hit from these monsters.
In any case, you'd have to make up something to do what you want, like put in Abrams or nuclear-powered, depleted-uranium Battlemasters.
NINE GAMES: 13m, 13m, 15m, 22m, 42m, 15m, 57m, 30m, 28m for a total of 235, average 26.111
ONE WAR SPOIL: new bulletin "Armoured Convoy" (UKF)
FOUR GAMES: 31m, 43m, 30m, 30 for a total of 104m, average 26
ONE WAR SPOIL: duplicate skin "Winter Late War Factory Pattern, Heavy" (Ost)
TWO GAMES: 30m, 32m for a total of 62m, average 31
THREE WAR SPOILS: new bulletin "Veteran Training: Tank" (UKF); duplicate bulletin "Previously on the Walking Stuka...: (OKW); new skin "Winter Panzergrau West Pattern, Light" (OKW)
FIVE GAMES: 26m, 35m, 25m, 15m, 28m for a total of 129 games, average 25.8
ONE WAR SPOILS: duplicate bulletin "Veteran Training: Tank" (UKF)
TWO GAMES: 34m, 35m for a total of 69m, average 34.5
ONE WAR SPOILS: new bulletin "Valour and Gallantry!" (UKF)
SIX GAMES: 30m, 30m, 63m, 41m, 52m, 22m for a total of 237m, average 39.5
TWO WAR SPOILS: duplicate bulletin "Love my Turbocharger" (OKW); duplicate bulletin "All Seeing Eye" (OKW)
In this reply, summary data is:
-28 games
-6 drop occurrences
-9 actual spoils; 4 new, 5 duplicates
-total time 836 minutes, equivalent to uninterrupted gameplay time of 13 hours, 56 minutes
With this recent number of games, the average drop occurrence (836/6) is 139.333m or 2 hours, 19 minutes, 20 seconds between drops.
Outliers: shortest time between drops was 62m, longest time 237m, or 3 hours, 57 minutes
THREE GAMES: 31m, 45m, 27m for a total of 103m, average 34.3
ONE WAR SPOIL: one duplicate bulletin "Watch Your Six" (USF)
FIVE GAMES: 48m, 31m, 41m, 41m, 21m for a total of 182m, average 36.4
ONE WAR SPOIL: duplicate duplicate bulletin "Veteran Training: AT Guns" (USF/ OKW)
EIGHT GAMES: 23m, 22m, 35m, 34m, 29m, 26m, 28m, 37m for a total of 234m, average 29.25
ONE WAR SPOIL: new bulletin "Search & No Rescue!" (OKW)
NINE GAMES: 38m, 17m, 18m, 23m, 21m, 28m, 13m, 36m, 19m for a total of 194m, average 21.555
ONE WAR SPOIL: new skin "Panzergrau West Medium Summer" (Ost)
SIX GAMES: 20m, 16m, 15m, 26m, 15m, 26m for a total of 118m, average 19.666
THREE WAR SPOILS: duplicate bulletin "Veteran Training: HMG" (UKF); duplicate bulletin "Wrong Place, Wrong Time" (Ost); new bulletin "Seasoned Hunters" (OKW)
In this reply, summary data is:
-31 games
-5 drop occurrences
-7 actual spoils; 3 new, 4 duplicates
-total time 813 minutes, equivalent to uninterrupted gameplay time of 13 hours, 33 minutes
With this recent number of games, the average drop occurrence (813/5) is 162.6m or 2 hours, 42 minutes, 36 seconds between drops.
Outliers: shortest time between drops was 103m, longest time 234m, or 3 hours, 54 minutes
50 for one is a huge ratio, even for people who have amassed large amounts of duplicates. Getting drops themselves isn't exactly common.
It might be acceptable if you can salvage any of your undesirable items, not merely duplicates: about 90% of the items I have I never use, even if they have no dupes. If I can't salvage them, then the idea of salvaging is already pretty worthless. It's not like Diablo 3 where, on average, you amass 100 redundant items per every bounty run. Unless you play multiple hours and matches straight, the average war spoils drop you get per day statistically is not even one.
The only way a salvage system works is if you get like one drop every match played, plus one if you win, and plus another at random change. At least then, every match has you yielding something. As-is, at least half the time you're getting zilch.
I don't own the commander, but from my experience when it was on trial run, and with allies using them, they seem way to weak too be considered "heavy". It seems weaker than even KV-1, and the KV tanks in this game are about the lightest of all heavy tanks; but at least for them the cost is lower.
I recall they cannot decrew, so they don't have the same survivability options that other USF vehicles have. A simple repair ability would help, maybe as vet1 unlock?
IMO I'd think an ideal Pershing would be one that instills fear not because it's a tanky unit, but because in can run in, hit fast and hard, and reasonably run away before it gets shredded. It fits the firepower role alright, but it doesn't match ts lower armour with higher speed, so it tends to suffer the same as other squshy tanks.
Here are some current Soviet commander abilities that could be put into Defensive doctrine:
Some commander abilities from other factions that I find most appropriate to be used in Soviets' Defensive Tactics, mainly due to their defensive nature or their rarity, alongside some thoughts as to how to adapt them to Soviet faction.
Ideas taken from Ostheer commanders:
Ideas from OKW commanders:
USF:
Ideas taken from UKF commanders:
Some misc ideas:
-minefields: instead of individual mines, engineers can plant minefields of TM-35/ PMD mines at slightly greater cost. This allows larger coverage of areas.
-stun criticals: units can perform a number of stun critical abilities to assist in taking out threats. Particular mentions being AT guns and SU-76/85s, allowing Conscripts to close in with A grenades for permanent snare or other AT weapons to finish them off.
-fortified caches: they require building a la Emergency War Speed, but greatly boosts durability and maybe even boost income.
-incendiary modes: mortars and Katyushas can opt to fire incendiary rounds, providing AI area denial
-incendiary mines: engineers can plant them to provide area denial to places like flags and chokepoints. Cost less munitions but inflicts less DPS and doesn't affect vehicles.
-MG Bunkers: I personally don't like the idea of MG bunkers, as it just makes Soviets play more like Ostheer. Trenches that can be built for free and can accommodate Maxim sounds better as it reduces cost, time for build, can ungarrison units to preserve them, and allows Soviets to commit to larger areas with less resource investment. IMO this is reasonable given their general lack of defensive features.
-M-42: I see so much potential for this unit as supporting element for your army; it can be effective against infantry (it kind of is compared with other AT guns, but not enough to justify its costs due to its drawbacks), it can perform stun against vehicles to synergize with other AT weapons, and it could be garrisoned inside slots (which Racketen can do). Without these, it is literally just an AT gun that can't do shit against vehicles beyond M3 and M20.