I would test replacing the HE barrage with an incidiary or WP one. That would make the unit less "all or nothing" and provide OKW with a rilaible counter to garrsion/emplcement when going T2.
HE barrage could require further tech or MU.
(actaully similar change could be doe to all rocket arty)
Changes to time and cost could include requiring enginner unlock or second truck with lowering the cost accordingly.
..It could also unlock 3 ppsh for the engineer to use in tandem with the flamethrower (or without if it proves to be OP). Besides gameplay considerations it would fit the faction because of the large amounts of smg's used by the red army.
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That would a nerf to CE since the ppsh would contribute less DPS at range 20. Actually one should consider giving K98 to pioneers when equipping flamers...
The timing for fausts is already different because Mechanized is 20 fuel more expensive, delaying the HQ by about a minute minimum. I don't think faust timing is something to hold back the changes for. It might even be a nice incentive to go for Battlegroup; forfeit Luchs/Puma and get much faster fausts.
I do not really want to go into this because it is a complicated.
Now automatically comes with medic upgrade. Reinforcement deactivated
Unlocks ISG
Motorized Support upgrade added. Cost 100mp/20fu. Unlocks Uhu and 251/17
Medics upgrade replaced by Forward Operating Base upgrade. Costs 200mp/10fu. Unlocks reinforcement and access to the Forward Retreat Point
FRP still requires T4 teched to activate
Backteching to medics and indirect would now cost 170mp/20fu, which is much more comparable to other factions (150mp/50mu / 250mp / 250mp/10fu for medics). The FRP would become a bit cheaper (from 300mp to 200mp) but would now also cost some fuel.
One potential problem here is that a forward base would become quite a lot cheaper to set up, so perhaps the reinforcement/FRP upgrade should be made to require the Motorized Support upgrade. Though this would require some testing.
This seems to be an improvement over previews suggestions. Thanks for incorporating my suggestion.
Imo thou the FRP should only require second truck set up.
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I've read your suggestion in some other threads and I think it's kinda nice and thematic thematic, but a bit counter-intuitive, as the game revolves around not losing your squads. It also creates some peculiar situations - what about re-crewing abandoned team weapons with them? Will they be able to reinforce or not?
The ability would work like it currently does with losing entities not squads, one can have them as 4 men entities requiring 6 to 8 entities lost to spawn.
With this design one could even totally remove causality mechanism and make it a MU to entities conversation and call in the "relief" infatry just before engaging in combat.
As for re-crewing support weapons, it would be able reinforce as normal.
Point here is that one would actually get troops in the front-line to reinforce the troops that are fighting.
The medic upgrade could be switched with a reinforcement upgrade, but imo the tech split (moving the vehicles and FRP into a secondary tech) is still needed to make backteching more affordable to make the faction's tech less rigid. I'm sure the average player could handle an extra button just like USF's tech upgrades.
I am all for extra teching since it allow to fine tuning timing. (Had even posted that it would become necessary for OKW during the USF revamp)
The problem imo is teching for okw's secondary items is currently different and the difference will become even worse.
The timing/cost of faust/hmgs should be the same regardless if someone goes T1 or T2 and as long as these thing require truck set up the cost should be the same.
My point thou is that there simply no need for separate medic upgrade, separate mechanized upgrade, separate FRP upgrade. One could have the truck come with medic have one upgrade for vehicles/reinforcement/FRP or for vehicles one for FRP/Reinforcement (since the is little reason for one without the other).
That would still make backteching to medics cost a (still) ridiculous 270mp/40fu and it also wouldn't solve the issue of the bad availability of indirect fire.
My point is that the truck come with reinforcement, since if one is backtehcing is rather pointless because one will probably place the truck in base. So one is actually paying for reinforcement that he does not really need.
Have the truck come with heal instead of reinforcement and Leig if you want move any cost you like to the vehicles and reinforcement or even add the add the FRP to it.
With the changes in OKW design there is no reason for the truck to come reinforcement (useless most of the time) instead of healing.
I've been thinking lately about ways of reworking Relief Infantry and Rapid Conscription. Turning them into Recoup Loses equivalents is a solid option (though I'm still trying to come up with something more unique to differentiate more between the factions).
I'm wondering though - why didn't you change Rapid Conscription too? In my opinion, it's equally as bad as Relief Infantry (if not even worse) and commanders that have it are not very good either, so the risk of turning them into meta-monsters is minimal.
My suggestion is that this abilities provide a new infatry squad with target size 1 that can merge but can not reinforce.
It is also unique and does not load with unwanted squads.
In other words you get the entities back than can move to front line on their own and merge to the squad that are fighting, which perfectly describes "relief" infatry.
The change is unnecessary complicated. Simply exchange reinforcement with medic, so that the track comes with medics and has to upgrade to be able to reinforce.
Schwerer Panzer HQ
Change to the cost split of the structure and Panzer Authorization costs, in order to make fully upgraded Obersoldaten come sooner, as well as the doctrinal vehicles. In addition, as a reactionary vehicle, the Jagdpanzer IV can be placed in the first stage as well.
Although the change make sense, the Ostwind/Hezter should become call in or buildable from HQ. Specialized doctrinal vehicles should be available even if T4 is lost.
Flamethrowers (and incendiary grenades)
Currently flamethrowers and incendiary grenades take so long to set fire to (stone) garrisons that it is simply not a viable option. Reducing the time/amount it takes should encourage more active counter-play to infiltration units or against key garrisons.
Does not affect other flame weapons like the 251, ISG/mortar incendiary barrages and Wasp
I can see the point on flamer but not incendiary grenades, mainline infantry should not be able to destroy garrison these is a job of other units.
Even so 50% seem a bit too much although I do not have the numbers.
I would personally try adding an ability to burn building similar to the one in campaign.
Sandbags build time for mainline infantry
Sandbags are a pretty big part of the power level of mainline infantry which is why outright removing them would be too big of a change. Increasing build time however should give players a more tactical choice where and when to build them, rather than just spamming them everywhere their mainline infantry goes.
I would rather see it removed from mainline infatry with exception of ostruppen and possibly conscripts. In addition I would have tank traps have longer built time and provide yellow cover.
The change would actually be an indirect buff to grenadiers and that is a good thing.
Heavy Machine Gun Teams crew spacing
The change in formation is a good thing (have I seen some HMG already do that?)
Quality of Life changes (inspired by Bao's mod)
ATGs now spawn at their production building
Snipers will no longer target vehicles automatically
Vehicle Priority toggle added for all infantry equipped with anti-tank weapons. Garrisoned units (including a Raketen in a garrison) should remember their priority settings (I believe this was possible).
All units capable of anti-air will have an ability added that forces them to target airplanes
Ground deformation caused by Demolition Charges reduced
Changes seem in a good direction.
The AA mode as I have suggested should be mandatory in order to fire on planes so that it add some micro in countering them and avoid unintentional targeting.
It will also allow USF AAHT to better truck planes.