AT satchel should either change to do less damage so that it does not cause engine damage on its own or should keep the damage and lose the engine damage.
On the other hand Penals/T1 are badly designed and simply need a redesign.
Commissar healing is way better than Ostheer medic kits:
It is available from vet 0
It is an AOE healing thus requires less micro and heal fatser
Most importantly it is free
If you are using conscripts aggressively you probably better of not bothering with commissar at all and getting base heal instead.
If you are using Commissar in its intended role providing buffs to squads its heal is good.
i think this had more to do with the fact that the last planned iteration of the beta wasn't stable and fixing it would have bound resources that were better spent wrapping up, deploying (and later fixing) the actual patch.
and now that redeploying the hopefully fixed patch might only be a couple of days away, what sense would it make to waste time trying to get the beta to work?
It seem some people prefer a conspiracy theory over a simple explanation.
It's my own personal opinion that emplacements should have been locked behind Anvil, which in turn should have been a choice available to the player to make at T0 which is not exclusive with Hammer.
So if you wanna go heavily defensive/static you can go Anvil which would unlock the emplacements along with other defensive options and abilities like trenches, sandbags, maybe even the 25 pounder like in the original game, burst shells and so on and so forth.
Hammer would be the AEC and the more offensive tanks like the Comet and Firefly, bolster, gammon bombs and so on.
Basically you would be provided with a choice, you have a basic tool set which might be sufficient for you but doesn't excel at anything but it doesn't lack anything either, so a jack of all trades approach somewhat.
Then you could either go Hammer or Anvil depending on your situation and what you choose to do at a cost of course but if you change your mind you can unlock the other specialization a bit later, but again, at a cost.
It's something similar of the Ostheer system in the Eastern Front mod for CoH from where I believe Relic took the idea about the Hammer/Anvil specializations in the first place since they seem very similar.
Yes hammer/anvil is a good idea that is implemented bad.
One could even remove the mutually exclusively part, add a choice for each tier and make UKF much more interesting as factions.
I always found it to be a boring spot of this doctrine.
It was good back when Conscripts did not have any upgrade and the PPShs were still a more competitive upgrade, but the latest since mobilized reserves was introduced, Shock army became a bit worse.
But this upgrade was always redundant. I already have elite PPShs assault troops, I don't really need the cheap throw away version too.
I remember complaint about ability overlap of the soviet shock army since release. PPsh overlaping with shocks and 120mm with ml20.
Look, you can't just redefine terms like TTK and then imply that I'm the one who doesn't understand. Even with your example, you're once again complaining about timing, not TTK. If those units had their DPS buffed, *then* it would be a TTK change. And by the way, you're the one treating TTK as a "theoretical value", applying it to two different unit matchups (Sherman VS. 222 compared to Sherman VS. Pz4) instead of a single unit matchup like it should be.
TTK is a measure of how long ONE UNIT takes to kill ANOTHER UNIT. It is that simple. Changing the TTK of one unit means buffing/ nerfing that unit.
The Sherman always has had a better matchup against the 222 VS a panzer 4. It did not have a TTK buff in your example, only a timing buff.
And my point is that Ober will kill an conscript faster than Vg thus reducing the time of an infatry fight.