None of the bulletins bring anything above like 5% to cooldowns, the highest is 10% and that's only for building units.
You'd have to both stack bulletins that offer the same benefit, AND really focus on the units they affect to really make "super" units out of them. This naturally limits the most useful units to simple T0 ones like grenadiers or conscripts, you know the ones you will always be needing throughout a game.
You can of course try to stack bulletins for units like Tigers, but then their benefit only really comes out when you have a tiger called in. |
Demo locked behind the minesweeper upgrade sounds like a good idea, it does nothing but limit the ability lay them to specific engineer units, which means the enemy will know that once spotting such an engineer they can expect demo charges, if not their mines being swept clean. |
I see what you mean now.
In a way passive abilities are achieved via bulletins: you pick certain ones that give certain permanent match-long benefits, such as building units a little faster or the move/reload a little faster. None of CoH2's passive abilities replicate these attributes with sole exception to Soviet Industry (which also adjusts fuel and manpower income, and IMO done in a bad way and I think should have been a munitions-based temporary ability).
I think that is a good way Relic designed the game- if you want passive benefits you choose three bulletins of your preference, no longer are passives limited to what doctrine you chose. In addition, with the limit of doctrines being five things, the five slots can be given to unit call-ins and off-map abilities, which are also not the realm of bulletins.
With that said, some of the CoH1 passive abilities could really work in this game, they just need to become timed abilities with a munitions cost. I would for example gladly utilize Advanced Warning in this game instead of a very unreliable recon plane. |
For example what I mean when I say passive abilities, conscript repair kit for example. When you reach it you do not need to invest any resources to exploit it.
There are no "passive abilities" in this game; they are basically just ability unlocks. Some unlocks (re stun grenades, weapon upgrades) happen to be abilities that cost munitions whereas some don't (re conscript repair kit, hull down).
If you really have a concrete idea of what "Passive Abilities" are I suggest you take some time to list them all and not a handful of "examples". And also explain why certain ones that might be construed as also being passive abilities does not fit your criteria. For my part, anything that's not off-map artillery or a unit being called in is a passive unlock, from OKW's Signal Relay to Ostheer's G43s to USF's Elite Vehicle Crews to Soviets' Ambush Gun Tactics. |
Tiger tank is good because it is more durable than regular Ostheer units.
CAS is popular simply because it is much easier to use. |
Lend LEase is nice, but most of its call-ins replace your core units and because of that don't really fill gaps in the core roster.
The commander itself is really good, but ultimately people need heavy tanks like ISU-152 and IS-2, not a better 76mm. |
Tried Tank Hunter, its really blobtastic, and for T0 infantry no less. |
IMO Relic probably had some sort of bad experience in the past due to disclosure issues and they just don't want to take any risk whatsoever.
I mean if you were robbed by a black guy dressed like a gangster, it doesn't matter what other people say or write about how dumb or paranoid you are, end of the day you look at that black guy looking like a gangster with hands in his pockets walking towards you differently, because you learned the hard way what might happen because it actually happened.
I'm not saying Relic shouldn't do more about what they can do regarding sharing information at a more public level, because I think they're better off if they did (depends a lot on the info and subject matter, of course). I just think it's not surprise that they are hush hush due to experience garnered from past projects.
At least one way they can do something about this is to make more use of the beta game variant, whatever wild ideas they are considering at the informal level they could put it into that game and let everyone try it out for themselves. Alpha projects could be reserved for something more substantial like DLC or expansion campaigns, whereas betas could be slight changes to unit XYZ. I'm not sure why they abandoned the beta after they did exactly what I just suggested last year, the only problem with it was that it was a pretty big change in multiple things that tempted too many people to abandon the public version. |
You all have the commander? I still didn´t get it. Gotta love the war spoils system. 
I imagine them being a choice for skipping T2 and not getting caught with your pants down for not having PGrens/ Paks.
It IS a choice, but since I usually go for T2 for the halftrack, skipping T2 just to get more expensive yet less useful panzergrenadiers to do what panzergrenadiers normally don't do makes Storms a bit questionable. They are really just an Ostheer Fallschirmjaeger unit, and considering that is pretty much the sole benefit of that commander, it is hardly worth even playing instead of, say, any Tiger doctrine. |
It's kind of like Luftwaffe Ground Forces and their Fallschirmjaegers- they're not great except for a pop from behind. Versatile but comes at a cost. Certainly not a unit that will replace Grenadiers or Panzergrenadiers, but they make great supplements if you ever need them. |