Mmm I rather it just be removed entirely and they get classic paradrop earlier on. Or can Infiltrate from buildings, if you want a different approach from Airborne Company. However you look at it, it's still too high MP for lategame. I also don't like how it's combining munitions and manpower, IMO that makes it even less likely to be used. If they spawn without weapons but can upgrade themselves, it at least means you can still get them even without munitions. Making them spawn once instead of with double and lowering MP and CP costs accordingly also means this ability would be used more frequently.
You may be on to something with infiltration Paratroopers, But I'm afraid it would end up being copy and paste stormtroopers with a USF emblem on it.
How about placing Rangers instead of the Paratroopers. it may make Heavy Cal seem less unique, but we get a makeshift "Ranger Company" that could be useful, all we have to do is fix and make Forward Observers affect Rangers too and rework I&R Pathfinders to place beacons that does something else unique, like hiding units from the minimap or increase scatter from enemy artillery.
I don't think they're useless, but they certainly are micromanagement intensive given how selecting a target squad makes you select said squad, as if you cancelled the order. It also takes a long time and until then both squads are frozen in place, perfect for a squad wipe. At best Relic should change it so the effect is instantaneous; it's not like the target squad will immediately heal to full health even when in combat.
Well Sorry if I'm too harsh, let me rephrase:
Medkits are on too many units. It should only be on Grens, Assault Grens, and Pioneers.
Osttruppen should get a small grenade as a vet 1 ability
Pgrens maybe could get tatical movement as a vet 1 ability
Officer should get those concentrated barrage changes
Stormtroopers should get health regen out of combat vet 2, and place the current vet 2 as vet 1.
Some commanders already feature both artillery officer and light artillery barrage. Those that don't, like Assault Support, this means they have an additional artillery barrage ability, even if limited to this unit's radius.
There are numerous problems with this unit, such as not being able to pick up weapons, medkits or even supply boxes. Gaining XP from nearby units and buffing abilities sound nice, but I don't think it really helps the unit the way it needs.
Well I was going to use the Officer's Radius as an excuse, but you played me like a fiddle.
USF Major has Artillery (albiet pretty bad at the moment), I&R Pathfinders has Arty, OKW Panzer Commanders have Arty. and all of these don't require vet to get (Pathfinders require 6CP, Major Arty gets better at vet 2)
The Officer's Concentrated barrage at its current state is basically throwing away 80 munitions 80% of the time. if it, at the very least, has light artillery as a base that your other arty units can compound on. It would make the ability much better.
KV-2 maybe, but I think the KV-1 needs more anti-infantry firepower if they're going to have such low armour. Churchill is a beast and can still fire shit up with its gun; this thing not only has a peashooter but has glass armour by comparison.
Hull Down decreases damage taken speeds up reload time and increases range. Its a decent start for these tanks, But I agree that it could use some more, especially the KV-1, but I don't think I'm that qualified to tinker with the fine detail of numbers and stats of scatter angle, distance, damage, ect.