Its exactly the same as any other HT.
Its completely irrelevant how many models they can heal, that's still maximum of 2 squads.
Its completely irrelevant how many models they can heal, all healing is now AoE.
251 can heal up to 12 models and it still is completely irrelevant.
Halftrucks are now consistent with each other in on board healing, that's what you always ask for.
"All Allied Transport Half-Tracks (M5 Half-track and M3 Half-track)
A feature update to encourage the usage of non-upgraded transport half-tracks by acting as an alternative source of healing for the player, similar to the 251.
- USF M3 and M5, and Soviet M5 Half-tracks can now heal infantry in their hold when out of combat.
- M3 Medical Crate ability removed"
The speed of healing seem to be too fast, especially since the M5 can heal up to 14 entities simultaneously.
But Vipper suggested to reduce damage vs structures, not to disable ground targeting in FOW?
Regarding what Vipper said, I technically agree with him, although I doubt it would be good to indirectly buff defensive structures again at this point.
I see more like a nerf to ATG's utility than a buff to structures.
As a side note to the FOW shooting: I'd rather had it gone too. Yes, it allows good players to get some extra performance out of a unit, but even with all suspension of disbelief possible I always find it weird that units are able to do a pin point shot at something they have absolutely no line of sight on. It also really diminishes the value of smoke. Removing that mechanic would take away from micro focus, but put more emphasis on positioning and defense in depth.
I guess if one wanted to address firing into the FOW one could use the system already in place for artillery pieces and increase scatter for shots fired into FOW.
Only in this cases one would have to make scatter penalty effect angular scatter and not both, since an linear scatter could act as increase in range.
Or/and one could reduce the range for attack ground?
I really do not see why OKW should tied to truck and especially truck set up since that makes depended on map (truck route) and selected location.
The discrepancies between T1/T2 timings for HMG/PF access and T3 build are not great either.
The patch solution also seem to luck finesse.
Since the current implementation already creates "side techs" (finally the "side tech" arguments will stop) for OKW if one goes T1 I see little reason not to fully implement the change and redesign the system.
Suggestions:
1)Break the bond between trucks and tech simplify the system.
All related infantry related tech is removed from truck and moved to HQ.
Incendiary grenades/ST44/PF/HMG access now are all related to HQ.
For instance one can create a tech that unlocks I.Gren/HMG and one tech that unlocks ST44/PF
Price can be deducted from T1/T2 cost
Reasons:
Make the system simpler, makes timing not tied to map/truck location, makes timing not related to T1 or T2 choice, tech can no longer be "unlearned"
2) Equalize cost for setting up T1/T2 add a separate tech for some vehicles to better adjust timing.
Reason: consistancy, T3 prerequest tech cost.
Optional:
1) Since back teching to medic has become more accessible I do not really see why one has to even buy the medic truck to begin with. One can add a medic unlock in HQ requiring a truck to set up to unlock. One still has the option to buy medic for T1 maybe for monition.
This will also make the loss of T1 truck less severe and promote aggressive placing.
2) Add mechanized unlock in T2 the unlock the vehicles but make Puma available from start similar to Le.ig to make access to the unit easier and promote diversified builds.
Another idea would be to move all HT to T1 and Leig to T2 so that T1 is UHU/AAHT/STUKA and T2 is Leig/Luch/Puma to try and make the two options closer together in power level.
3) Make the panzer authorization unrelated to AA. There is simply no connection between the two. Then Panzer authorization can be even move to HQ so that it can no loner be unlearned by losing a T4 . It can even be split into PA I giving access to JP/Ostwind/Hetzer PA II PzIV/Panther.
By making the AA gun a separate upgrade you can allow it to attack ground, make it work similar to other AA units with toggle mode of AA and ground attack.
4) Make OStwind/Hezter available with requiring T4 to be on map either as call-in or build-able form HQ
Technically, this difference should be reflected in pop cost.
But in general I agree: UKF sections cause a lot of issues. Infantry scales by weapon upgrades and veterancy. Weapon upgrades allow to replace a squad in the late game while still keeping it somewhat relevant until it vets up again (for this reason Conscripts were considered to be bad because once you lost a squad you could not replace it due to lack of upgrades). UKF however does this scaling through an additional bolster, which could have been one way to "replace" a weapon upgrade. But they get weapons on top, which creates basically infantry sections of up to 6 difference power levels throughout the game. Still every upgrade had to remain meaningful, but not strong enough to break the game. And since UKF is supposed to tech both side techs anyway, Tommies are usually either too strong or too weak at some point in the game.
In hindsight it might have been better to make these two upgrades exclusive and then balance them to this role. Do you want to have either more firepower OR beefy infantry?
Would have been a nice addition for the teching duality that UKF has in each building as well.
Yes it real shame that the hammer/anvil is not expanded to it full potential. For instance if Hammer/anvil where also available in other buildings hammer could allow weapons and anvil bigger squad and/or hammer could allow Bren similar to BAR and Anvil Vicker-K.
Imo the new implementation could be improved. I would want to create long posts in OKW thread only on the issue of tech. I already provided some suggestions and tried to explain the changes the new system makes.
I really do not see why OKW should tied to truck and especially truck set up since that makes depended on map (truck route) and selected location.
The discrepancies between T1/T2 timings for HMG/PF access and T3 build are not great either.
The patch solution also seem to luck finesse.
Since the current implementation already creates "side techs" (finally the "side tech" arguments will stop) for OKW if one goes T1 I see little reason not to fully implement the change and redesign the system.
Suggestions:
1)Break the bond between trucks and tech simplify the system.
All related infantry related tech is removed from truck and moved to HQ.
Incendiary grenades/ST44/PF/HMG access now are all related to HQ.
For instance one can create a tech that unlocks I.Gren/HMG and one tech that unlocks ST44/PF
Price can be deducted from T1/T2 cost
Reasons:
Make the system simpler, makes timing not tied to map/truck location, makes timing not related to T1 or T2 choice, tech can no longer be "unlearned"
2) Equalize cost for setting up T1/T2 add a separate tech for some vehicles to better adjust timing.
Reason: consistancy, T3 prerequest tech cost.
Optional:
1) Since back teching to medic has become more accessible I do not really see why one has to even buy the medic truck to begin with. One can add a medic unlock in HQ requiring a truck to set up to unlock. One still has the option to buy medic for T1 maybe for monition.
This will also make the loss of T1 truck less severe and promote aggressive placing.
2) Add mechanized unlock in T2 the unlock the vehicles but make Puma available from start similar to Le.ig to make access to the unit easier and promote diversified builds.
Another idea would be to move all HT to T1 and Leig to T2 so that T1 is UHU/AAHT/STUKA and T2 is Leig/Luch/Puma to try and make the two options closer together in power level.
3) Make the panzer authorization unrelated to AA. There is simply no connection between the two. Then Panzer authorization can be even move to HQ so that it can no loner be unlearned by losing a T4 . It can even be split into PA I giving access to JP/Ostwind/Hetzer PA II PzIV/Panther.
By making the AA gun a separate upgrade you can allow it to attack ground, make it work similar to other AA units with toggle mode of AA and ground attack.
4) Make OStwind/Hezter available with requiring T4 to be on map either as call-in or build-able form HQ
Notes:
Expensive heal as back tech with total cost of 300/40
Late timing for Hetzer/Ostwind
Different tech cost between t1 t3 and t2 t3 builds
Different timing for Panzerfaust/HMG in T1 T2 builds
Time to unlock depended on map and HQ placement
Winter patch ver. 1 2020-21
Winter patch ver. 2 2020-21
Notes:
overall the new system:
Reduce cost for healing by 100/20 if one back techs
decreases HMG cost is one goes T1
Increases cost/time of ST44/PF if one goes T1
Delays ober but makes lmg ober available earlier
Makes Ostwind/Hezter available 30 fuel earlier