The MP-40 is a bad change but the MP-44 is not needed either. The unit represents Brandenburgers (sort of military intelligence unit) and it see little reason for them to overlap with PGs. They should be able to offer abilities not available for Ostheer stock units.
If you are going to change the tiger from what it is now (arguably the best all round heavy tank in game) and nerf it to put in non doc what's even the point? And if you are not going to nerf it and still make it non doc AND double the number that a player can build because flavor? It doesn't make sense from a design nor balance standpoint
One of the issues of Ostheer T4 is that it gives access only to specialised units. That creates question is there any reason to invest so much for a dedicated unit when others can get the job done? Unless these units are extremely effective usually the answer is no. If one makes these unit extremely effective they become OP in large modes where they can be spammed due to fuel inflation.
By introducing a main battle tank with both AI and AT capabilities in T4 (Tiger or panther with switchable rounds ISU style) or by moving a cheap tank there (like the ostwind) or by providing other bonuses one can make T4 strategies more viable.
(units should be re-balanced and have cost adjusted)
WEHRMACHT
GENERAL FACTION CHANGES
234 Puma
Trialing change where Puma now requires Battlephase 2 and is deployed from the Leichte Mechanized Kompanie
Part of the issue of Puma is a commander design issue where both AI and AT vehicles are available in the same commander (a problem with other commanders also). That can be fixed by removing the command P4 from the commander.
Unit seem to need a bit more far accuracy especially since it has low penetration
In addition the gap between the on road of road bonus/penalties need to be reduced since they make the units performance inconstant and problematic once the map get crates
DEFENSIVE DOCTRINE
Hull Down - Removed
Thematically the ability fits the commander, and see little reason to remove it.
The problem with ability is that it is not good for all vehicles. The bonuses should be designed for individual vehicles.
Suggestions:
Rename ability to "static defence"
For unturreted vehicles remove the sandbags keep the restriction to move but allow vehicles to rotate increasing rotation speed.
Customise bonuses to individual vehicles, for instance ostwind could get suppression and penetration
Tank Traps
-Consolidated into Defensive Fortifications
Suggestions:
Increase time to build tank traps (all factions) increase HP (maybe reduce target size), change cover type to yellow.
Allow certain units like assault engineers to dismantle them. Apply a speed penalty to non-engineer units building defences.
Ostruppen
-Added to the doctrine
I see little reason for Osttruppen since they do not fit the commander thematically and make these commander share 2 abilities.
Suggestions:
The Lmg upgrade seems bad for unit, and the modifier for slot weapons unnecessarily complicated, a single penalty would be enough.
Instead of the lmg the T4 or T3 building could offer an "infantry training ability" that upgraded Osttruppen removing all cover mechanisms and allowing them to perform as other infantries.
Replace first aid kit ability with a new ability. That could be a version of "merge" that also heals something like 6 HP to targets.
StuG E
This unit has been added, while receiving some moderate buffs to make it more potent and desirable in its role as an infantry support vehicle.
-Added to the doctrine
-Far AOE distance from 3 to 4
-Projectile speed from 28 to 45
Again the unit seem to have little place in the commander and is better suited for the "German Infantry" commander.
Suggestions:
Custom made vet bonuses/abilities to unit
Replace vet 1 ability with an new ability toggle ability "direct fire". The ability allows the unit to fire directly shaped charge AT munition with low penetration and a low deflection damage mostly suited to defend from light vehicles
Move mobility bonus to vet 2
Replace armour bonus with target size/HP bonuses to keep able to survive the late game environment
Introduce a bonus that increases projectile speed increasing the unit accuracy vs moving targets.
Other:
Increase the utility of the unit with bonus damage vs garrison/emplacements
Maybe make the ability unable to be used in victory point but lower CP and mu, replace artillery shells with mortar shells (less penetration) and increase duration.
GERMAN INFANTRY
Tactical Movement – Removed
Light Artillery – Removed
Veteran Squad Leaders (New Ability)
In keeping with the Infantry theme of the doctrine, the following ability has been created. This ability provides Wehrmacht line infantry with a five-man upgrade, adding increased front line durability, and in the case of grenadiers, increased potency. For Grenadiers specifically, this upgrade allows better performance than the MG42 upgrade in most situations.
-Pioneers and Grenadiers can now be upgraded with veteran squad leaders, bolstering squad size to five men
-Costs 30 munitions per squad for pioneers and 60 munitions per squad for Grenadiers
-The Grenadier squad leader has a non-transferable G43. This upgrade locks out the MG43 upgrade
-Requires 2 CPs
This seems like a typical the "grass is greener on the other side" change that does not take into account faction design and end up in a no brainier choice between an lmg42 or g43 entity.
Imo the ability would be better designed if:
It was upgrade with a tech cost (150/20?). That would give the player the choice invest on infantry or go for vehicles.
The upgrade would give to grenadiers and PGs the option to upgrade with 4+1 g43s increasing the squad size to 5.
G43 profile was changed to be better at mid range changing the role of these unit to be more mid oriented for grenadiers and more far oriented for PGs compared to their unupgraded counter parts.
Stormtroopers
Stormtroopers have been added to the doctrine. Furthermore Stormtroopers have undergone a rework, to make them a more attractive choice across doctrines. This redesign intends to differentiate Stormtroopers from Panzergrenadiers, by moving them more towards a potent close-range unit, with strong disruption and ambush abilities.
-Added to the doctrine
-Now equipped with MP40s
-StG Package removed
-Panzerschreck Cost from 75 to 60
-Decapture rate from 1 to 1.33
Mod 1.2 changes
-MP40 reload frequency from 4/5 to 6
-MP40 reload from 2.8/3.5 to 2.8
-MP40 near cooldown from 0.325 to 0.15
-Can now place Booby Traps; similar to Jaegar Light Infantry
-Tactical Assault avaliable; on cooldown upon being deployed.
-G43 Package now grants 4 Panzergrenadier G43s; cost from 40 to 60. Disables Tactical Assault and locks out Panzerschreck.
Again Stormtroopers seem to have little to do with an infantry doctrine and abilities like "valiant assault" "for the further land" "for mother Russia" seem better suited. These abilities could even cost fuel instead of mu so that the commander is not so much munition depended and the player has the choice to improve the performance of his infantry or build vehicles
Suggestion for Stormtroopers:
The MP40 change seem completely unnecessary since it simply promotes the infiltration cheese retreating wipe outs.
Suggestions:
Cost down to 300-320
Unit spawns with 2 g43+2 K98 and can upgrade with 2 more g43 or 1 Panzerschreck
Bunble grenade replaced with DOT grenade either incendiary or Blendkorper
New abilities (not all of them) for the unit:
Unit has wire cutters (fits thematically)
Unit now has demolition charges similar to paratroopers (increases utility)
Casualty Interrogation (ability removed from Jaeger Light Infantry) (fits thematically)
Shue or Rigel mine (increases utility)
Other changes:
Vehicle Detection replace by an ability similar to "Hammer Tracking" (increases utility)
Medkits vet 1 replaced either by a weaker version of "Tactical Assault"or by passive healing that allow unit to operate behind enemy lines.
Camouflage replaced by "radio silence ability" hiding the unit in the mini map
Keeping m10 doctrinal doesn't solve the issue that m36 jackson still needs to be good vs anything or usf needs to rely on mp based at like at guns to counter panzer 4.
Imo the TD should be separated to "medium TDs" that good vs medium tanks and not really effective vs Super heavies and the "heavy Tds" that effect vs Super heavies but less effective vs mediums. Imo M-36 being able to counter effectively every vehicle from a Kubel to a JT is bad design.
Imo USF have enough option to counter P4 even without the M-36. (Although I do find the P4's gun a bit too good vs infantry)
One can also try to make M-10 the stock unit and M-36 the doctrinal one.
OKW
ELITE ARMOUR
Panzer Commander
This upgrade has been adjusted to allow tanks to spot targets from further away. The Artillery Barrage has been modified to be arrive sooner and at a lower price.
-Sight bonus from 6 to 10
-Coordinated Barrage delay from 5 to 3
-Coordinated Barrage cost from 120 to 80
-Coordinated Barrage range from 35 to 40
The first problem with this ability is that it CP8 so you can actually have units out not be able to to use the upgrade. Moving to CP 0-2 is an easy fix.
Other suggestions:
offer some more utility for the officer like some bonuses to the default abilities of the tank like Combat Blitz and Spearhead
(KT)
Are their model to make the ability available to other vehicles also?
Emergency Repair
Emergency Repairs has been altered to repair a reasonable chunk of health, allowing damaged tanks on the front to get back into the action more quickly.
-Cost reduced from 50 to 40
-Now restores 200 health over 10 seconds after a 5-second delay; previously it was 100
-No longer reduces munition income when active
Sturmtiger
We have aimed to make this unit perform more consistently. The intention is an increased ability to punish dense unit concentrations, with less ability to wipe multiple units.
-AOE radius from 8 to 14
-AOE distance from 2/6/8 to 0.25/1.5/8
-AOE damage from 1/1/0.3 to 1/0.25/0.075
-Rocket suppresses all infantry within 18 meters of the blast
Adding utility over lethality is a step in the right direction but suppression does not seem enough.
Suggestions:
Add a new critical to infantry "shell shock" units now suffer 0.90 accuracy (maybe 0.90 speed or/and abilities disabled) for at least 30 secs and untill fully healed. This critical is designed to reduce the effectiveness of the blob for a longer duration.
Against vehicles the explosion could again apply criticals that require repairs like "driver/gunner injured" and other effects like "daze"
Signal array
could also see a small buff
OVERWATCH
Forward Receivers and Early Warning
-Both abilities have been merged into one command slot
-Renamed Early Warning Systems
Forward receivers could get an active ability increasing the sight range of trucks and sectors for something like 30 secs.
Jeager Light Infantry
-Added to the doctrine.
-Reinforce from 37 to 31
-Camouflage is now available at Veterancy 0
Suggestions:
Lower Pop
Lower reinforcement time (PGs also)
Lower XP value, vet seems way too slow
Give them default grenade (Blendkorper Grenade or a rifle grenade)
I would also consider to add scatter to their default weapons (maybe replace K98 with normal g43)
or
an ST44 upgrade but that might increase the effectiveness of scoped G43 by allot
Turn booby traps damage to incendiary DOT
Sector Assault - Removed
LeFH
-LeFH added to the doctrine
-Veterancy 1-3 now matches its Ostheer counterpart
-Veterancy 4 reduces Counter Barrage reload time between shots by 60%
-Veterancy 5 - Allows single fire direct shot up to 50m
The LeFH seem out of place.
LeFH suggestions:
Vet 4 reduces numbers of counter barrage to half and CD to 0.75. This changes aims to allow LeFH engage more targets or be more effective vs mobile targets since apart from the initial shells the rest are usually ineffective.
Vet 5 allows new type of rounds like, air-bust and/or incendiary or/and WP or/and flares
Suggestions for abilities better suited for the commander:
An ability similar to "sector artillery"
A call-in IR truck. The IR has toggle ability that "overwachtes" an area and bombs it with off map mortars shell but constantly drains mu.
A more interesting approach though better fitting for the theme imo would be to create synergy with the IR truck but would require more changes.
Units can now upgrade with "Infrared StG44 package" from Special operation while Panthers also has a "Infrared package". Now instead of these weapons actually being better they simply have synergy with the IR truck. That could work in a number of ways. The IR truck gets an ability (maybe timed and/or cost munition) that stops the rotation of the spotlight. Now the IR beam could provide a number bonuses to units with "infrared equipped" weapons like increased accuracy and/or lower penalties when firing to targts in cover/garrison, the ability to fire while in smoke or/and against targets in smoke and so on.
"infrared equipped" weapons
Alternatively and as a simpler solution one could add a doctrinal aura to the IR HT that effects only units with "infrared equipped" weapons
The m-10 is actually a good unit and there is little reason to buff it. The problem start from the fact that m-36 can do everything.
So there is a number of way to deal with the issue:
1) Keep M-36 good vs vehicles above P4 but lower its ability vs P4 and bellow. That can be achieved by lowering the accuracy of the unit. Now M-10 can be designed as a unit best used against vehicles up to P4.
2) Make M-10 available as call-in unit so that strategies that skipped T4 become viable. That would mean that no AI tank should be available to the commander, in other words swapping M-10 for Sherman 76 from armour to mechanised. The unit should still be available to be built from T4 at a lower price.
Ostheer T4 could use an all purpose mainline tank or a swap in T3-T4 vehicles. That could be either the Panther (switchable munition ISU style?) or the Tiger.
Specialised vehicles are allot better for Doctrinal units.
This unit was under performing. The following changes attend to make it a more attractive choice with added utility later into the game.
Penetration from 100/80/60 to 160/80/60
Now has Ambush Camouflage ability by default; first-strike bonus of +20% accuracy, +20% reload and -25% reload
Tracking veteran ability replaced; Vehicle units hit by a veteran 45mm ATG will be temporary visible, even in the FOW"
Their seem to an error in patch notes since the units gets "+20% reload and -25% reload" first strike bonus. If had to guess I would say the first one is a penetration bonus.
The Damage syndrome
It seems that in the effort to make doctrinal option more attractive units tent to be over-buffed and usually their DPS is simply too high.
One can see this in the current changes in this patch where some units received buffs that are simply too high, like:
M10 Tank Destroyer
Sherman 105mm Dozer
Sexton
Churchill Crocodile
KV-8
Shock Troops
45mm Anti-Tank Gun
This solution is "easy" but usually end up with creating more problem than it solves. Instead designing doctrinal units that compete with stock units one should design that supplement stock units or provide additional utility/strategies.
For instance M-10 is a unit that is already good with 2 abilities AP round and speed. The only reason it is not used more is that the M-36 is so effective vs all target that is usually a "better" investment. Now is one kept M-36 good vs super heavies but less effective vs mediums by reducing accuracy for instance the M-10 would be used more without having to add a 3 ability to the unit.
The dozer competing with Sherman HE is another example, where the buff it receives are large both in lethality and resilience. One could easily solve the problem either by redesign the dozer as indirect fire assault gun or a heavy tank or by removing the HE round from the Sherman.
Increasing the damage output of unit is the wrong way to about things since if the duration of fight is reduced after a certain point the fight become more a matter of luck and less a matter of tactics.
Some of your points are already made, but not public yet. So the team agrees to some of your points.
Tho we disagree to some points too.
You will see the result in the next patch
Thx for your input.
Thanks for the taking the time to read (my rather large) post and replaying to it.
Disagreeing is perfectly normal and I would be very much surprised if we agreed in all points.