Imo they should enable bulletin stacking again so you have one large bonus for yoru favourite unit. I'm aware that there were negative aspects about it but it is a chance to support your own playstyle and in the end more choices are good.
The way it is currently the only bulletins that have a reasonable effect are the vet ones and snare range (simple because it fucks up peoples estimation of the snare range).
Would I get my other two 5% Armor bulletins back for the OKW P4? |
I keep seeing this, but since both weapon drops are call-ins, the UI does not support putting them into one slot. And having access to both makes the commander very versatile because it allows to fully tech whatever tier (for LVs or the Pack Howie) is needed for the specific map or situation, while being able to airdrop the other tier's support weapon. Merging them into one ability that drops both would arguably be worse. So even if the commander needed anything (and I don't think it does), the weapon drops are not where the solution would be at.
Could it be made into a Pathfinder ability? It would be nice to have Pathfinders make beacons, call in weapon drops, and lay mines. I'm not sure what to do with the additional slot. Reserve armor, Easy 8's, or a Pershing would help greatly but don't go along with the rest of the theme.
Making pathfinders into bazooka experts (or whatever it is called) would be great also. |
You keep repeating this and yet you've never really offered anything resembling a concrete proposal on how to actually "make it useful", while considering its performance across multiple game modes, outside of "just put it into some meh commanders", again without any details on which ones and what it should replace then (and removing Panzer Authorization but that was specifically decided against already). Problem-centric attitude gets us nowhere. Come up with proper solutions instead.
Also in regards to the Hetzer frontally wiping an ATG; the trick is to attack ground the gun for 1-2 flame bursts and then back up and let the high DOT damage kill the crew or at least force it to retreat on low health, which is easy to achieve when the Hetzer is supported by some infantry. And hope that its 15 target size allows it to dodge a shell or two. I doubt it can reliably take on double ATGs though, but I wouldn't expect a 90 fuel vehicle to do so anyway.
On some maps, the Hetzer is already difficult to deal with. For example, the south part of Red Ball has enough site-blockers that you can't have 2 ATG's per lane, and a single ATG plus infantry can't deal with a Hetzer. I've played against a couple players who were top 50 in 4v4's that used Hetzers, normally backed up with 2 raketens so you couldn't use a Sherman or T34/76 against it. It's much harder to fight it if you've been behind in fuel and don't have a TD.
If I had any complaints about Feuerstorm, it would be that I would like to see the off-map arty reliably wipe howitzers. It should and right now doesn't seem very good for the cost. |
I would argue it's not a super good commander either. There's a difference between being grand offensive and being a fairly competitive pick, and airborne is not either right now.
To me, it seems like a slightly worse Recon Company in 2v2. It's worse in 3v3 or 4v4. I like the idea of having the weapon drops be Pathfinder abilities and adding in another ability. The P47 always goes from OP to terrible and back, depending on the patch, and most of the time it seems buggy like some people have claimed. I'd rather have a copy/paste of the Soviet IL2 bombing run. |
I am not sure if target priority for the scoped garand is low health entities. If you have 2 scoped garands, the chances of targetting a low health entity increases.
It would be interesting to see if this is missing. They don't seem to snipe units like JLI's. |
120mm seems useful more for the extra range against buildings than anything else. Being able to shell the building from that much more safety is always nice, gives you more flexibility in where you chose to set up to defend them too.
This is the only reason for ever getting them now. Still, in terms of pop cap, it's almost like getting a second standard mortar, 10 pop versus 6. |
then I recommend you to use flare and barrage on its own mortar/leig. I had good success with it.
I do that at times. It slows down the bleed on my infantry but at the expense of being munition-starved all of the time. It's the only way I can make the Soviet mortar competitive with the Ost one. |
Thanks for tip! Going to try it asa i will do OST session once again
Be sure to watch your MHT, it takes about 3-4 hits from Pack howie to kill a MHT so if you don't watch it you can lose it. |
If it come to it, I think penals would be a cool close quarters assault unit, something the soviet basic rooster lacks alltogheter.
M3 has to be reworked into something usefull and not just the flame car that bullies volks. Some members of the balance team have tinkered with the idea of making it drop medical crates.
I'd rather have an option that had better vision or better AT. Shocks are already really good, even for their price, and included in a lot of good doctrines. |
OST bunkers, constantly used the barrage ability at range ~80. I think the normal mortar cleared it in one minute (although 2 and a half barrages needed) while the 120mm needed 1:30 or something. Not 100% sure about the exact numbers, but something like that.
I'm pretty sure they are worse against buildings since they fire way slower and have the same damage. Also scatter is worse on the 120mm, at least people have told so in the forums.
I'm pretty sure scatter is worse on the 120. I played against someone who had a 120 last week. It missed a lot. Once in awhile it would hit close enough that I'd have to send a unit back to heal.
It could be that I thought it was better against trucks because I was able to nearly continuously hit the truck while the normal mortar has to move around a lot or risk getting wiped by LEIG's. The standard mortar seems like it fires about every 10 seconds while the 120 is about every 15. |