Howitzer crew got killed in two shots, when the churchill just missed a lot thats why it took so long. It seemed like you attacked ground, in my experience its better to make an attack order on the gun.
About the Pak 43 I can only speculate, but it looks like the building animation has the same health as a fully build Pak (just confirmed it with cheatmods).
So you have to take down 470hp with explosives because the gun itself is immune to small arms fire.
Did not know that, so next time I don't have to immediately abort the building process if just one enemy squad shows up.
Overall definitely a step into the right direction. Some things are questionable though.
Hull Down
To increase the usability of this ability, the following changes have been made
• Cast time from 15 secs to 7.5 secs
• Offensive bonuses removed (defensive bonuses remain)
What is the reasoning behind that change? And what counts as offensive here, the range buff? If so then the best thing about this ability is gone. I think just reducing cast time alone would be enough. You can hardly pull this off and its easily countered.
Snipers
Although I like the general idea that might be too much. I think nerfing the retreat received accuracy solves the biggest problem: not getting rewarded for a flank. I would revert the ready aim time increase and set the accuracy against building not to 100% but maybe around 75%.
Panther
Not really sure about this. First of the little accuracy buff doesn't warrant +10 fuel for the ostheer one and although swapping armour and health is a small survivability buff but that just means it spends more time repairing because of all the TD on the field. And with the pios repair speed whats gonna take ages.
The panther needs damage because for everything else the Ostheer has better options. Maybe some sort of passive ability that gives a bonus to damage for the first shot of every engagement etc. There are many threads out where who tackle this problem.
222
I don´t think buffing the 222 and reducing the price so heavily is good. If it kills snipers now reliably and survives a bit more its worth the 250 manpower.
Command Panzer 4
I understand the nerf, but maybe add something back to it byw vet? So its actually worth something to vet it up.
Katyusha
I don't think this is necessary. If I understand it correctly it only delays the second and third salvo. You already have enough time to retreat if you get caught by the first one.
SU-85
Focused Sight Ability
• Sight activation bonus applies with a delay of 5 seconds
• Speed penalties remain for 5 seconds after deactivation
The second one is good, rewards flanking more, the first one is too much. At most make it 2-3 sec to activate not 5.
Penal Battalions
The At Penals arent really good and making the AT satchel even worse is not something thats gonna help them. Maybe just reduce the damage and keep the range?
HQ
A number of British upgrades have been adjusted in their cost to better reflect their current value.
• Research Weapon Racks manpower cost reduced from 150 to 100
• Research Weapon Racks fuel cost increased from 15 to 25
• Bolster Infantry Squads manpower cost reduced from 150 to 125
• Bolster Infantry Squads manpower fuel cost increased from 35 to 40
• Bolster Infantry Squads no longer applies to AT Infantry Sections
Is that fuel nerf really necessary? I mean +10 fuel for the weapon racks? Seems excessive especially as IS early power and bren get nerfed. You already delay your Tanks massively if you go for all of them. And you need them against LMG grens.
BOIS Anti-Tank Infantry Sections
Too many nerfs here as well. Nerfing at nade range is all that's necessary.
M3 Resupply HT
Not neccessary. The halftrack already cost fuel (and not so little). So why should I ever bring it?
AEC - Treadshot Ability
Don´t think the ability needs another change in how it works, just nerf the actual stun. The 5 secs immobilisation is the problem, not the way you activate it.
Maybe I was not clear. The command ability is to call in Valentine.
Valentine is then balanced as ligt/meduim tanks
It also come with an upgrade button that turn it into a radar valentine (suffers penalties like command vehicle) which is limited to 1.
The units is now balanced as support unit.
There is not need for any changes other than upgrade icon...
Now I understand what you want. But its still unnecessary. Why? -> post #12
It's not necessary. Using the Radar ability means giving up all combat utility the tank could have otherwise. The moment you use radar, the Valentine is the same as the UHU, just that it survives more. IF it gets changed into a timed, ammunition costing ability there is no need of limiting it to one. In my eyes, that's enough of a nerf. Its basically a recon loiter which cant be killed. Also its overcomplicating the issue. You would need a commander slot for the upgrade, new icons, UI space on every British tank, etc.
Why doing that if you could just change the ability? If it is still too strong as a timed ability, there is always a way to adjust cost, cooldown etc. without introducing new systems.
And for your comparison with the UHU, all the drawbacks you listed are meaningless if you consider the price. 200 manpower, 5 fuel. You don't sacrifice anything if you go for one. So you still have the same army you would have otherwise, your tanks don't come out later you don't delay your tech etc.
The Valentine, on the other hand, costs 300 manpower 80 fuel. That slows your way to a real tank considerably and you need to think about how you integrate it into your build order.
I agree with your suggestion of moving it to Overwatch, but this is not a thread about the UHU.
Only thing I disagree with is mirroring the gun to the Stuart's, the Brits already have the AEC for an AT light. IMO, it makes more sense to have it lean more towards AI. Combine your suggested changes with lowering the Suxton's population and it'll be a pretty decent doctrine.
I just don't want it to be to powerful. It should stay more of a support tank, that can scare away infantry, like the stuart. And not wipe everything. I dont know the exact stats, so I just took the stuart for comparison.
The concentration barage certainly needs to be combined with the base howitzers, that's for certain. However, then i would argue that the ability should cost some munitions, depending on how many artillery pieces you have(20 or so per gun).
It already does, although just 15 mun. But I thought about giving it the same cost as the Infantry Section barrage ability 45 mun, because it's basically the same, just that sextons shoot too if there are any.
Current pop is 12 (too high for the units fighting performance) so you do not see more than one.
If pop goes down to 8 (it would possible in 4vs4) to have 2-3 out there providing info across all the map.
It would be terribly expensive and not at all worth it. (You would spend 600-900 manpower and 160-240 fuel) And that all in comparison to OKW and the Searchlight, its cheap, nondoc and low pop. So how on earth do you think the valentine (expensive, comes late, doctrinal) with 8 pop would be a greater problem then the UHU already is?
Besides, that's not the point of this thread. I made suggestions on how to solve the IR problem, and I think further nerfing it is not necessary, especially as long as OKW keeps the Searchlight.
Radar should be an upgrade limited to 1. (command vehicle style)
Pop (8) and Cp lowered (5-6).
That doesn't solve the problem this unit has at all. I agree that the IR scan is broken, but making it available on more units is not solving it. I think changing it to a time-based muni ability is enough. But making it a command vehicle style upgrade only makes it worse and leaves the Valentine in an even worse spot.
After all the commander reworks I also tried this sweet little tank again, just to be reminded how shitty it is. The design concept behind this tank sounds so good but falls short in every way, when it comes to actual use. The IR scan is completely broken in higher game modes but everything else is crap. So I would like to see, (if relic is up for another patch beside bug fixing) the Valentine shifting from a broken, boring and more expensive Uhu to an actual support tank. So I suggest the following changes. Feel free to discuss them.
Ability Changes:
-Concentration Barrage moved to vet 0. Now also involves the base howitzers. Possible scaling with vet (vet 3 airburst shell...)
-Observation moved to vet 1. Changed into a timed, muni-based ability. For example 20sec scan for 20 mun.
Or more drastic to avoid all the IR based bugs, reworked into the spotting ability of the t70
Stat changes:
-Moved to cp 4 (maybe 5)
-Infantry crush removed
-damage output buffed to Stuart levels (main gun and mg)
- vet requirements lowered
-some movement vet buffs removed and changed to combat buffs (it is ridiculous how speedy the thing gets)
With all these changes the Valentine would become a unique little tank with some actual usage.
If we dare to think about reworking the doctrine, the Valentine could become the main point of it. Removing the Barrage ability (it's on the Valentine now) and replacing it with another call in (mobile mortar, or recovery sappers) would only leave Perimeter Overwatch in need to be changed and of course a major buff to the sexton. But then we would get a thematically fitting doctrine all around artillery. It might not be vanguard level, but that's not the point. So what do you think?
Some UI errors:
-Vet and Ability descriptions for the AEC are wrong.
No mentioning of the difference in treadshot between vet 0/1 also the description doesn't reflect how the ability works now and Vet description still says vet 1 unlocks treadshot
- Forward retreat point penalty is not mentioned in-game (should show up when hovering over the activation button)