I never really saw the need for a "generalist" tank for OKW, if you're really hurting for fuel, risk the Puma or just live with Volksblob until you can get Panther/ KT. That it's "generalist" pretty much means it'd be either too expensive and people will just defer to almost every other OKW vehicle, or it's too effective and replaces all of those vehicles.
IMO OKW was never really "generalist" by design, and either way the closest you had to an all-round good unit was Volks or Panther, and the Panther was at least expensive whereas Volks you need to constantly spend manpower which may drain teching or vehicles.
In fact I'd go as far as to say the bigger reason for such changes is more to artificially breathe new life into the game more so than ironing out issues. Switch a unit from DLC to core and suddenly it's like they made a new game! |
It's a poorly designed ability for 2 reasons.
1) you can't decap it
2) it's instant
Actually IMO it's more like
1) It's one of two abilities that, out of every other ability, you can do it in netural/ enemy territory (the other being Volks Panzerschreck)
2)Entirely map dependent, even more so than ambient building unit call-ins.
I have a feeling if they change it in anyway, such as remove the insta build in neutral territory, the commander will become non existent. They would have to add a buff, such as being able to produce units or become a FWD retreat point.
I don't agree: when I first played this commander (and I played the heck out of it when I first bought it), I never even noticed the fact that you didn't have to capture the territory first. The strategy still works, but of course not as effective because it was entirely defensive in nature.
I also don't think this is a very common commander either, it's got only one doctrinal unit (the worst AT gun in this game), and the FHQ costs 60 fuel to use, already a hefty sum. It's also pretty much a commander you use as part of a larger team for best effect, so that you actually have Guards Shocks or USF Riflemen to benefit from the nearby buffs. A major parked at a FHQ is effective, you just need a smart USF player. |
Wait, really?
Well at the very least one weapon, I do that whenever I choose that commander, especially if it's a long range weapon like bazooka or PTRS, which allows the Sturmoffizier to remain engaging at long range while your other units are closer to the fight. I find that when the Sturmoffizier is taking hits, it's almost always going to kill the officer first, which then induces a retreat. Giving him such weapons keeps the squad farther away.
Of course, none of this happens with the Arty officer, then again you don't have the problem of forced retreat if he dies. |
His unit design is clearly the support/ caster unit type, and naturally his veterancy reflects that. SOmeone can mod that, can't they? Annihilation mod added vet5 to all units, and I use a mod that lets the arty officer use Forward Retreat like the USF major, nifty for those large 4v4 maps. Wished there was a Soviet equivalent though.
As for OKW's Sturmoffizier. I preferred if his veterancy increased the squads durability. e doesn't need stacked aura bonuses, that would just make him the same as Command Panther and end up diluting both units' uniqueness, and it's not like either commander are DLC/ War Spoils dropped unlocks either. IMO SturmOffizier vet should make him meatier so that he can be used closer to the fight while still retaining some risk in a forced retreat.
Also, Sturmoffizier squad can pick up two weapons, whereas Ostheer's arty officer cannot. |
NINE GAMES: 25m, 20m, 22m, 23m, 27m, 22m, 24m, 23m, 29 for a total of 225m; average 25m
ONE WAR SPOIL: one duplicate skin "3-color ambush" Medium(Ost)
SIX GAMES: 33m, 33m, 42m, 44m, 28m, 28m for a total of 208; average 34.667
ONE WAR SPOIL: new skin "4-colour Belorussian" Medium (RU)
TEN GAMES: 10m, 14m, 22m, 21m, 30m, 17m, 35m, 27m, 25m, 32m for a total of 233m; average 23.3m
ONE WAR SPOIL: duplicate bulletin "Veteran Infantry Training: HMG"
THREE GAMES: 25m, 18m, 45m for a total of 88m; average 29.33m
ONE WAR SPOIL: duplicate bulletin "Gift from Above" (USF)
EIGHT GAMES: 28m, 15m, 27m, 41m, 22m, 29m, 36m, 27m for a total of 225m; average 28.125m
ONE WAR SPOIL: duplicate bulletin "Learn to Throw" (USF)
In this reply, summary data is:
-36 games
-5 drop occurrences
-5 actual spoils; 1 new, 4 duplicates
-total time 979 minutes, equivalent to uninterrupted gameplay time of 16 hours, 19 minutes
With this recent number of games, the average drop occurrence (979/5) is 195.8m, or 3 hours, 15 minutes, 48 seconds between drops.
Outliers: shortest time between drops was 88m, longest time 255m or 4 hours, 15 minutes |