Good, loiter planes take 0 effort to use and shouldn't take that much effort to counter. Air and AA is IMO pretty poorly implemented in this game but that's what we have to work with.
Loiter planes do cost a allot munition and my point is that quad is OP in AA role a opinion that is shared by members of the balance team.
I believe I quoted post of some scrub crying about quad potency...
And here we go again, proving yourself unable to post without insulting someone.
If in you opinion Quad is perfect spot you should argue your point with Sander93 who in his balance changes writes: M5 Halftrack
....The AA power is being reduced to become more in line with other similar units.
....
Quad upgrade AA power reduced (values to be determined later)
and claiming effective counter would completely remove the option for player to use the plane ability, despite last 2v2 torunament showing otherwise and pointed out counterplay to AA that actually does the job if you don't want to see your planes shot down.
A nice (false) theory you can use in your debate with Sander93
Quad is simply op it can down 2 loiter before the fire a single shot. If all AA weapon are buffed at that level loiter planes will simply become obsolete.
Glad to see that there is an attempt to fix the issues with M36 and trying to balance units in all vet levels but these changes are simply not enough. Accuracy/Penetration and ROF is simply to high for unit making able to counter all types of vehicles.
Buffing medic squad ability to heal should be done with caution since the ambulance can easily be donated to teammates being a cheap way to cover the heal need of teams.
Note sure why one would thing that barrage of the P.H. needs a buff. The unit has some of the best vet bonuses for it type of weapon and "HEAT Barrage" is very powerful. The problem with the unit has more to do with it timing than its power level.
This solution is rather counter-intuitive. Make bolster increase the number of entities but units still spawn with 4 entities and have to reinforce or to allow individual units an upgrade that will increase the number of entities
A good change. Consistency in unit deployment is a good thing. There are some other issues with unit imo like:
High close penetration for a light tank
Barrage in combination with other abilities too strong
Usually I one can take out a truck by firing a Sexton barrage and then sensing the valentine to call in another if there is a need one can in base barrage to finish off the truck. Once could change the barrage with an aura that buffs Sextons.
Although the thought also crossed my mind I would have to say no. The reason is that this commander cover a basic weakness of the UKF faction which is early power so imo it need to also come with a weakness of not having powerful off map like other UKF commanders. If one absolutely needs an off map one should probably create a new one that weaker.
This is a very badly designed unit/mechanism maybe redesign it so that it can setup become immobile and the work like a forward assembly so that only owner can pick up weapons? Maybe replace the Piat with boys rifle so that one have access to both weapons? Then maybe AT IS can be replaced with something else?
I'd just give it its old aura back but exclude allies from the effects. The problem is power, not design.
Adding complexity to the aura mechanics isn't worthwhile when all that complexity is concealed from the player. The Command Panther is not a model to follow: it's barely ever used as a command vehicle because barely anyone understands what it does.
Single, straightforward and simple effects like the CP4's 20% damage reduction are by far and away the best way to do auras in a game like this.
The reason the Command Panther is not used as Command vehicle i]s because it very good on its own.
C Panzer on the other hand is not good on its own. With a cost similar to Ostwind it comes later with worse AI and laughable AT.
Having a unit become better at role with veterancy makes sense. Else you simply have a "through away tank"
Mark vehicle is a bad idea considering it comes in a doctrine with Elefant. Really should NOT even give this a thought to avoid what would be giga-cancer Elefant + mark target in one doctrine.
The Command P4 is not even bad as it is. Sure the veterancy should be adjusted to be more useful for it but that's about it.
If the mark target provide accuracy/penetration penalties the Elephant would only benefit from higher accuracy.
In the end of the day one could simply removed it from the commander is the Combo proves to be OP.
Glad to see that C PzIV is considered for changes.
Here are some of my suggestions:
Entering the field.
Current requirement are simply too high. Oddly even Dozer/Panzer J has lower requirement. My suggestion would be to
either follow Panzer J design buildable form HQ we either T3 or T4 up
or
Call-in at CP 6 requiring PB 2
Aura.
Glad to see that my suggestion about scaling the aura with vet and having a active part is considered.
My suggestion thou would be that the aura is separate into 2 parts. A passive with lower impact that could include current damage reduction, received accuracy reduction, sight bonus, armor bonus other...
One could even allow a radio net type bonus.
An active part that could provide further bonuses on increase the one already existing ones.
The reasoning behind this is that if the unit simply has munition abilities it might become less attractive since it will become useful only by burning MU.
Veterancy.
Glad to see that my suggestion of tailor costuming veterancy to unit role is considered.
Imo the veterancy bonuses should be more about the aura and increasing the defensive abilities of the unit so it can survive the late battle field.
One would probably have also to look at the XP value of the unit.
Commander animation
Nice to see that my suggestion to put to use the commander animation is considered to have some use. A sight bonus or Reckon mode could be useful and one could even considered adding a barrage similar to OKW although imo that barrage is too strong and if one add it should be weaker.
Smoke Round
That would be a nice addition or one could add the Valentine type smoke.
Mark Vehicle
This could also work if it limited to receive accuracy and armor penalties.
Gun
Imo one should also look at the gun since it UP even compared with guns available to similar unit like KV-8 and Valentine which both have high close penetration values.
I do agree that the gun should not be "great" since the unit should be "support" oriented so I would suggest the following:
Gun now can fire HE explosive. In this mode the unit fires higher trajectory round in similar way to Stug-E. The range, AOE and projectile speed will need adjustments but this makes sense the units use the same gun.
Gun can not fire Hollow charge rounds. In this mode the unit use direct fire AT round. The round could have low penetration but have some deflection damage (40-80?) so that the unit can fire back at vehicles.