I know have been doing this a lot and pile of ideas. Instead of making a lot of different threads, I decide just to make one with all. Again, all of these ideas can be tested and played around with my mod. 'Signature' for the link
I have always found the Panzerwerfer, inconsistent. It either wipes a squad generally or does nothing.
The rockets damage has been increased to 100 from 80 but only can hit 2 models per shot. The rate of fire is reduced to all more reaction time. The scatter adjusted to more match the katushya to make it more consistent.
Who has ever used the counter barrage ability for the panzerwerfer? I have removed the counter barrage and replaced it with a smoke barrage that is on a separate cooldown. Vet 1 reduces the smoke barrage cooldown. This may also be more effective in higher level play with hearing more barrages, unable to tell if the player should dodge or not.
I know SneakEyes's mod has recovery squads but I decided to add it in to my own squad. It functions differently. Built by Combat Engineers, Pioneers, Sturm Pioneers, USF/UKF Medics for only 25 fuel. Recovering an allied wounded will give you 10 manpower.
Right now, I only have it applied to Railway but this could be applied to USF's 240mm and UKF's counter part. These "Siege" Artillery abilities only have a niche role and in my opinion not very worth it and not very attractive. This variation could make it much more effective versus all targets, able to stun and snare vehicles, suppressing infantry, and still effective versus emplacements
Long ago, slit trenches were able to garrison mortars. I thought about reintroducing this. Garrison mortars gain increase barrage range as well as units inside gain a passive healing.
