Regarding combat tests I think it's best to put units behind cover like conscript sandbags then delete the cover so they all stand in a line at the correct distance. It makes it neater when I try at least
I think generally officers should performa bout their cost, but not have access to upgrades, in this case no lmg 34 like a normal ober squad.
The officer squad at long range has only .91 RA and will lose 1/3 of its long range dps with 1 model drop since the luger is useless, so it's tough to have an effective range. Plus that Reinforce cost is killer.
I think just adjusting the reinforce cost, giving him more Ra and or looking at giving A combat bonus vet 2 and squad member 5 at vet 3 instead would be all that's needed. I would think having 4 stronger models is better than 5 weaker one, that's just going to make him bleed more before he gets combat bonuses.
His abilities are pretty good vs mg spam with a smoke nade, retreat and target practice all working well against them.
Is it gonna be like last big 1v1 tourney to make it to tourney? I mean seeding, best allies and axis ranks? like rank 20 axis and rank 30 allies so 50/2=30. Is it going to be like this?
Yes, I asked AE this question and He said only your best 2 factions will be taken into account and averaged
I think this doctrine faced issue with overlapping abilities. Two slots are taken by repair abilities. On top of that, you have two really expensive call-ins, both of them are kind about AI option (KV-2 really can fight with vehicles though). Fifth ability is quite often become a button "Spend 100 munitions for nothing".
Addionaly, soviet doesn't have useful non-doctrinal medium tank, unlike other factions, where you usually have good medium tank AND top medium tank/heavy tank in addition. USF is exception, but it has extremely good M4A3 sherman for compensation and TD with turret.
I would like to see there T-34-85, but it will be out of theme (early war stuff, but still used), and will make this doctrine the most fuel oriented doctrine in the game i guess.
Good Point on the doctrines overlap. It has not really had a consistent place since it stopped being focused on resource manipulation.
Maybe this is a good candidate for a rework if they have the opportunity to do more.
Regarding the Tanks in the doctrine, They are both fine, but they don't ever really seem like the best option.
Especially the KV-8 when you can have a Kv-1 for the same cost. The KV-8 does damage quickly but to me you need to get vet 3 for speed, range, and burst duration to start killing models and chasing squads to base, else you mostly force retreats and do hp damage. Plus you need enough fuel for another vehicle to support it. It's fantastic at vet 3 though, but with all the preconditions, why not just wait and get a kv2 or in other docs an IS2 instead.
All said an 85 would fit this doctrine's tank spam theme in my opinion and provide a more mobile compliment to the KV2.
"Adjusting their weapons (to Lee Enfields as the only alternative) to let them spawn at 5 models creates problems with the elite Brens, as that would increase their far range DPS which is already really good with Brens. And adjusting elite Brens to compensate would in turn mess with the DPS of the other Commandos squads.
So, Infiltration Commandos are now planned to simply get a cost reduction from 380 manpower (+70mp to reinforce) to ~300ish manpower (+70mp to reinforce) so that the total cost of a squad becomes ~370mp, which should match their performance a lot better. Should be included in the next follow-up balance patch."
SHould we also removed another bugged iconic weapons like: deathloop maxims and replace them by vickers or something else?
In that case the bug is generated by the model and the unit behaviour. Considering the Panzerfaust projectile not hitting the target is something that should be simpler I feel it could reasonably be fixed.
Question on the bug: Is this Faust bug related to the fact that Panzerfausts cannot go through objects/need vision to fire when other AT grenades work all the time? For example fausts don't work when someone uses smoke to obscure vision, or around corners.
The KT really does cost a lot more to tech to than other factions heavies, probably why it's not seen nearly as often.
I do think the earlier point about changing heavy tanks price may make sense, they seem like a bargain at current cost and timing and they have been at ~230 fuel forever now.
THe argument for keeping the price low would be "cheap tank destroyers will counter it anyways" but at least in 1v1 tds often come after then heavy tank if at all.