How about making the extra vision of snipers a timed ability or to kick in after staying immobile for 5 secs allowing to operate vs HMG but not infatry?
All Mortar Teams
Suggest that greatly reduce set up times/flight time in smoke barrage so that smoke is delivered faster
Trenches
Suggested changes:
Can now be dismantle by engineers process similar to build.
Now cost 50 manpower and can not only used by owner. Can now be captured changing owner.
Infantry-Based Flamethrowers
Replace by the in game ability
Sherman M2HB (All Variants)
Since you are standardizing Shermans bring the vet bonuses of the 76mm in line with other versions since it get superior vet bonuses than other Shermans (closer to very strong T-3476 bonuses).
Sandbags
Suggestions:
Include conscripts (at least 7 men conscripts) and Ostturppen
Increase build time for tank traps, change cover to yellow, increase HP or add resistance to ballistic weapons, decrease target size.
The camo for the SU-76 actually has no reload bonus, even with what the ability guide might suggest. Only the turreted vehicles get that specific bonus in Tank Hunter doctrine. The ability also requires more setup time than similar abilities. It takes like 3 seconds until all the 'bushes' around the SU76 are planted and it camoes, so the bonusses are fine.
So having 192/204/216 penetration on SU-76 and 90% chance to score natural hit at range 60 on vet 1 SU-76 when RW and JP get no bonus with vet 1 camo is fine? I would say that as vet 1 ability it is far superior.
And why make the ability difficult to use with lock in place and rotation penalty? People will simply not use the ability the same way they do not use the RW/JP camo most of the time.
Simply remove the penalties of the ability and lower the bonus to a sight bonus and the ability will see more use.
If you are against this change, you clearly are clueless on why its there.
Neither pios nor CEs are combat units(inb4 semantic war on CEs name), neither one performs good in ANY way in mid and late game without flamer and neither one benefits from accuracy in any way with flamer.
Accuracy vet on both was pointless, because everything roflstomps them anyway, rec acc helps them both survive and do their actual job in late game - sweep mines and repair units.
I see that being banned did not help improve yourself in anyway and you still projecting you flaws into others.
Stun shot for 7 sec is too powerful replace the stun with a moving penalty /weapon disable/turret lock affect.
Royal Engineers
Suggestions:
Vicker should take up at least a slot or be removed.
Anvil/Hammer bonus changed to:
Heavy sappers to hammer, gives the armor bonuses and heavy gammon bombs (removed from IS mainline infatry should not have access to demolition weapons)
Heavy engineers to Anvil provides engineer with 4 rifles and Vickers-K take all weapon slots and repair bonus
UKF Medic squad
Remove this unit UKF or make it doctrinal already have heal from IS and FA. (does the change apply to USF crew also?)
Valentine Mk IX
Suggestions:
Move unit to special weapons move the barrage to UKF officer
Remove shared veterancy other commander vehicles do not have it
Lower the penetration of the gun since it too high compared to C.Pz
Churchill Infantry Tank
Suggestions:
Lower rear armor 180 rear armor is simply ridiculous
Add smoke shell for main gun replace the "panic smoke" with the one commandos have that provide cover status but does not obscure visions to increase the synergy with infatry.
Change the gun so that is either AT or AI but not both.
Firefly
Suggestions:
Bring distance "mid" inline with other TDs from 45 to 30
Lower vetted accuracy either by base accuracy or vet bonus accuracy reduction or replacing with something else.
Mortar Emplacement
Suggestions:
Remove the 1 "double" shot of the upgraded Pit be making the mortars fire at different times, it one of the few weapon that can still "1 shot" entities.
Range 180 is very bad idea, in addition bonus from anvil/hammer should tailor made for each path, for instance anvil could get durability or counter fire and hammer could get DPS or range on barrage.
Bolster
This upgrade should only increase squad size and not provide the entity. Then UKF infatry cost can normalized.
The RA bonus is to high for long range unit and it will bring them close to conscripts entity durability
M3 Scout
Suggestions:
Remove fuel cost add a mu cost for passenger to fire
Passenger receive HP damage on destruction but are suppressed
Add vet bonuses that reduces pop so cost less to maintain
ZiS-3 Field Gun
Suggestions:
Remove tracking or remove the mini map info from the ability, barrage mini map info combo should not be available.
Lower barrage damage to ambient buildings, the unit can knock them out in 1-2 shot
Move barrage to vet 1
Penal Battalion
Can we stop with band aids for Penal battalions and accept that they are badly designed?
Suggestions:
Follow PF design lower cost/build time now come with mosins (or 2 SVT)
Swap satchel for HE grenade or satchel now requires tech (possibly combined with CE demos that are rebalanced)
PTRS uprade requires tech unit loses satchel, satchel no longer result in engine damage (might add temp critical like weapon disable, gunner/driver injured)
M5 Half-Track
Glad to see that what I and other have pointed out for year is being addressed number need to be tested.
SU76
The vet 1 ability with first strike bonus +20% accuracy,+20% penetration,+25% reload speed is far superior to other similar abilities.
Suggestions:
Camo no longer lock units or has mobility penalties. Camo simply break when unit moves. First strike bonus removed (or move further down the veterancy) units gain 5-10 sight when in camo.
T70
Make reckon mode a timed ability
Try to reduce DPS on the move by changing scatter values either increasing them or greatly decreasing them
T34/76 and T34/85 Ram Ability
Increasing the penetration of the unit is not a good direction.
Suggestions:
Make the ability scale with veterancy, bonus could include lower chance for engine over heat, increasing range, lower critical types on T-34, increasing penetration.
Swap the stun on deflection with a speed penalty.
Replace the immobilize critical on the T-34 with a heavy engine critical
SU85
Suggestions:
Bring XP value and Pop inline with other "heavy TDs"
Make focus sight a timed ability (might even remove the mobility penalties)
Remove the tracking/focused sight combo
Reduce the accuracy once vetted either by lowering base accuracy or by replacing accuracy bonus with something else
ISU-152
Nice to see that the suggestion I made year ago for rear armor is being implemented.
Remove bombing and mark target from commander
KV-1
Increase pop and XP value ,reduce rear armor, replace damage reduction with HP, change vet bonuses to fit role.
Nice to see that my suggestion for free medic is being tested.
About "Forward reinforcement" how about merging it with FRP and locking behind a second truck while adding only the fuel cost (FRP is already rather expensive).
Volksgrenadier
I disagree with utility of mainline infatry destroying ambient buildings, I would rather have the Flame grenade moved to ST and swapped for HE one.
Sturmpioneers
Concussion grenade should be redesigned (or replaced) as "offensive grenade" doing extra damage in unit is garrison or cover
251 IR Half-Track
The implementation in sneakeye is superior and the doctrinal 251 is superior.
In addition increase base sight, give the unit shared veterancy and vet bonuses.
Panzer II Luchs
As far as I can remember their where issues with Luch being detected easier when in camo mode.
Ostwind
Hetzer
Moving main battle to T4 makes but it does not make sense for specialized unit like the hezter and ostwind
This units should not be tied to T4, make buildable from HQ or call-in and make CP 5-6 require 2 trucks.
Hezter:
increase rear/side armor since the unit is case mate and might necessary to expose rear/side armor, move DOT damage to an ability.
251 'Walking Stuka' Rocket Half-Track
With changes to penetration remove the bonus damage to emplacements.
I would also like to test swapping the HE with incendiary one that would dealay the power of the unit.
Jaegar Light Infantry
These units (including pathfinders) are badly designed since the become more fighting units.
Suggestions:
Make critical kill a timed ability
lower pop
All Heavy Machine Gun Teams
The following changes should address some of the issues HMGs have when dealing with massed infantry when there is no cover available. By having two members of the crew forward, they will draw fire away from the gunner, allowing the MG to operate when under fire. Manual Reload has also been added to the unit to allow player input on on reloads.
- Formation changes; when in the open, two of the crew members will now stand slightly ahead of the MG.
- Manual Reload added.
- All HMGs will now have an icon when using AP abilities
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
All Snipers
The intended change is to make Sniper less capable of operating on their own when they do not have veterancy. This will force the player to have forward spotters to fully utilize the range of their sniper or move the sniper closer to their intended target. Quality of life implements have also been added.
- Cost from 360 to 340
- Sight from 45 to 40
- Will no longer auto-target vehicles.
- Veterancy 2 +20% sight bonus to +25%; total is now 50 from 54
All Plane Crashes
Plane crashes have received an adjustment to clear any frustrating issues they cause. Their instant death critical is being removed.
- No longer deals an instant death critical to infantry
- Near AOE from from 1 to 0
- Damage against infantry reduced by 66%
All Mortar Teams
To encourage the use of mortars without boosting their offensive potential, smoke is being decoupled from the barrage cooldown.
- Smoke Barrages no longer share a cooldown with the primary barrage
Formation Changes
A number of units have received formation changes to better distribute fire among their squad members the current V-formation causes certain squads to quickly lose a member when they enter combat. Some squads have also been adjusted so their support/slot weapons are placed at the front of the squad to increase responsiveness.
- The following squads have had their formation changed to the Infantry Section formation: Assault Officer Squads, Pathfinders, Grenadiers, Partisans, Vehicle Crews
- Heavy weapons - ie Panzerschrecks - now go to the front in V-Formation: Panzergrenadiers. Stormtroopers
Trenches
The following change will make trenches easier to siege with non-indirect fire weapons and give players an option to destroy them during combat.
- Target size from 2 to 17; target size no longer changes when garrisoned or ungarrisoned
Infantry-Based Flamethrowers
This change will allow flamethrower units to demolish structures much more quickly, allowing easier denial of key garrisons.
- Number of bursts needed to set buildings alight from 30 to 15.
Sherman M2HB (All Variants)
This change is to standardize all the Sherman MGs amongst the vehicle family for clarity.
- Upgrade time standardized to 35
- Cost standardized to 60
- Damage profile of 76mm 50cal standardized to standard M4A3 75mm 50cal
Panzer V Panther (OKW and Ostheer Variant)
Given the Panther's lackluster veterancy 2 bonuses and the unit's reliance on accurate shots over rate of fire, we are improving the accuracy of Panthers that have gained veterancy.
- Panther accuracy from 0.06/0.045/0.035 to 0.065/0.05/0.04
- Veterancy 2 now provides a +10% increased accuracy
Sandbags
We are increasing the time it takes to build sandbags for a select number of units. This will make it more of a strategic choice to build sandbags, because building them in the early game will hinder the pace at which the map can be captured. This should encourage players to build sandbags only in vital locations, rather than putting them everywhere their line infantry goes to capture points.
- Sandbag build time increased from 12 to 18 seconds for Infantry Sections, Riflemen and Volks
(can we pin this since it will be easier to debate these changes here?)