Air Resupply Operation
The ability offer too much for cost 100/75:
3 medic kit = 30 munition for Ostheer
ATG = 125/60 for USF
Mortar = (lets say same cost for HMG) 125/50
Sprint in out combat
+50 Reinforcement speed
on the other hand it comes rather late.
Suggestions:
Either change to 1 medic 1 mortar and lower CP to 2 price to 125/40
or
move make Forward assembly able to drop the item separately
Assault
Suggestions:
Extend the ability to include Ro. Engineer
Remove recon planes or limit to 1
Churchill Crocodile
Suggestions:
Remove flare
Trade durability for damage output
Does not benefit WAR speed
increase EFH to 1200 buy adding damage reduction modifier
DOT flamer move to ability instead of always on
Commandos
Increasing the overlap glider and FL glider is a step in the wrong direction.
Suggestions:
Consider changing the command types. FLG for instance could provide AT commandos with 5 rifles and 2 Piats they can put away or Thompson command durably mid oriented with no camo.
Concentrated Fire Operation
Heavy call in like Croc Churchill and "delete emplacement" abilities combo should be avoided. For instance it makes Pak43 useless against Croc.
Forward HQ
The ability comes way to late and it would be more useful if available earlier.
Suggestions:
CP 1-2 can convert ambient building increasing sight by 10 allowing reinforce.
Can call in medic kit
Can call in flares
Can call base barrage similar FA at extended range
health of building to set level 75-100%
Similar bonus upgrade available for FA
If there is need for stronger Off map that can be locked behind Hammer/Anvil or require further tech
Hold the Line
Ability has limitation in use/is confusing as to what is front-line sector and can be countered by decaping
Improve usability.
Suggestions:
Now target a single sector
Cost to 120
now does cancel even if the sector is capped
(similar change should apply to other abilities like perimeter overwatch, sector artillery)
Improved Fortifications
the idea is not bad but very hard to implement and imo other solution should be implemented. Focus this ability in making emplacements more cost efficient.
Suggestions:
upgrade now reduced pop cost by 2
gives garrison bonus
includes advances assembly to free a spot
increases the duration of brace or decreases CD
If there is a need for counter fire now can call in barrage similar to the one in FA with extended range
M3 Resupply Halftrack
The recent change have made Tank hunter less desirable.
Suggestions:
Scraping tank hunter and replacing piat with Boy in HT freeing 1 commander slot possibly for "Artillery Cover" or some other off map
Raid Section
Unit is too good and need changes.
Suggestions:
Now comes with 5 rifles using VG/Grenadier power level depending on received accuracy modifiers
Cap bonus reduces to 1.15 being able to sprint and cap faster is too much
Unit now has "fire and maneuver" training allowing them to fire Brens on the move. (bren can use a different having same DPS long range as rifles and better mid/close)
Unit can not build sandbag/cashes
unit keep grenade but not sprint
Vet 1 camo removed
Recovery Sappers
Suggestions:
Ability allow to build Royal sapper from HQ (CP 0 call-in should be avoided since it map depended)
Unit has savage, smoke grenades and come with 5 rifles. Repair speed replaced by 20% repair speed to emplacement plus no damage penalty when repairing.
Moved to "Advanced Emplacement Regiment" replacing "Defensive Operations".
This should solve repairing issue for the commander.
Tank Hunter Infantry Section
great to see vet suited for unit role, would rather see unit scraped or replaced with an AT sapper squad that would have added utility.
Vickers K Light Machien Gun
The idea of making Bren and vicker offer different things is good the implementation not great.
Suggestions:
If one want to go for LMG/Assault rifle design one should probable make Vicker K the lmg and Bren the assault rifle.
In addition the LMG should be limited to 1 taking both weapon slots and even consider making bolster take one slot so that LMG is only available to 4 men squad.
It should also remove the VK from heavy sappers and lower price of the upgrade or even make it free.
There is another solution, VK could provide a unique ability to the squad. For instance squad with VK can not now use an suppression ability affecting a single squad when in garrison. |
240mm Barrage
First the ability is designed as area denial:
"We have increased the number of shells while decreasing the delay between shots to make this ability more potent at area denial. Damage has been modified to prevent instant kills on infantry while retaining high damage at the edges of the shell’s AOE."
Now are adding anti structure capability. This a step in the wrong direction.
In addition the ability cost only 25 munition more and gets 7 shell instead the 3 Gustav gets.
The ability also has extremely low friendly fire modifiers allowing troops to attack trough it.
Suggestions:
Remove lower scatter shot
Lower cost to 200
Swap with TOT.
Increase friendly damage
Infantry commander will get an ability commander more suited to theme, Armor commander will be able to counter static targets like Pak/LeFH
IR Pathfinder Barrage
The is available to early for its power level.
Suggestions:
Replace it with a mortar barrage similar to Ostheer officer move to vet 1.
M4A3 Sherman 105mm Dozer
The unit has no reason to be a call-in . Still compares unfavorable to 75mm Dozer
Suggestions:
keep the CP but make it build able from T4.
Change the auto to match other tanks:
Increase projectile speed/range to 40/AOE at 75mm HE rounds
keep barrage
Unit now is better vs heavily armor tank due to armor/deflection damage
M4A3 Sherman Calliope
Suggestions:
At this point one should consider putting a limit to caliope at 1(2?)
Mortar Half-Track WP Shells
Suggestions:
WP barrage is very powerful forces retreat and long healing time. Greatly increase CD on the ability
Pathfinders (All Variants)
The unit should be vulnerable to CQB while it should not be unit that is spammable. The is no indication for the critical kill property of the weapon
Suggestions:
Cost to 240
Carbines replaced by M1 units a different profile stronger long ranger weaker close
Critical kill now a timed ability
Rangers
The unit has has no reason for 3 weapon slot. The weapon change will also allow the unit to transition from AI to AT as the progress with getting an addition bazooka from 1-3 at the game progress.
Suggestions:
Reduce slots to 2
Elite bazookas now an upgrade and does not apply to rack weapons (or they can no longer get rack bazookas)
Rear Echelon Rifle Grenades
The ability is better suited for riflemen
Suggestions:
Ability moved to rifle company
Ability now available to riflemen instead
Rifle Company Advanced Infantry Gear
The ability overlap with assault engineer.
Suggestions:
Redesing the ability to provide M1C/ M9A1 weapon with improved properties
add assault engineers where needed |
So, 960 hp and a turret is not enough, with the bonus ability to fend off light vehicles?
Lemme introduce the flampanzer hetzer. 
Jokes aside, it is usually an enemy tank, typically panthers that kill my kv8s, not infantry. The latter, if pays attention, runs away once the kv8 starts firing.
Kv8 45mm gun has anomaly high close penetration it can fight more "light vehicles" at close range. |
If I wanted to support my infantry, I'd prefer something that could pose a threat to a tank that shows up (The E8). I just think the smoke launchers from that thing need to deploy faster. Maybe it's just me but it sometimes feels like they don't deploy at all sometimes or take 8 seconds to start deploying. Sometimes I swear it's instant. The comet's smoke launch attack is the best of both worlds.
That is why it doctrine now come with superior bazookas for riflemen and that is why it is getting a faster projectile. |
The RE grenade is not bad in the patch |
... I found another probably game engine-related issue that increased the time between shots by 0.125 per used stat...
nice work.
Yes the game use 1.25 tick and timers use that tick. |
Why would you replace the E8 with the 105?
Because it infatry support Tank for infatry support commander and Easy8 fits elite armor better |
The Ober comparison doesn't work because Volks don't necessarily need to have their combat performance buffed, they just need to be more efficient for their cost late game. Clearly there is something wrong when the more expensive squad (260 MP + 60 muni) loses to the cheaper squad (240 MP + 50 muni + 20 MP). So if Volks aren't buffed to be stronger than 7-man Cons, then they need to be buffed to be cheaper than 7-man Cons so they are more efficient.
Alternatively, buff them so they can at least beat out 7-man Cons at one specific range whether it be short or long as Cons currently will win every single engagement.
240 MP + 50 muni + 18 MP |
Partisans:
Scrap Concussive Trap allow Partisans so "scavenger" enemy sectors gaining resources with a long CD, player should become warned having the sector about the attempt. |
Partisans were changed to open a slot as Vipper said. The change overall is also a buff, not a nerf, have you even used new PPsH partisans yet? The quickspawn behind the lines cheese just to destroy a 10% hp tank or inf squad with no counterplay has also been adressed by giving them mediocre Kar98s at the start.
Why Spy Network was changed? Previously ALL teammates were able to see spy network too, not only the player that used it. What could possibly go wrong in a 4v4 where 1 guy spams maphack for 4 people all the time now that the doc is good again
I am not so sure ho mediocre those K98 are once the get first strike bonus. I would guess the AT partisan are better than AT stormtroppers, probably better AI and more cost efficient AT, snares, mines, extra sight and superior camo if I am not mistaken. |