The healing see to much to available to every squad while with new healing option the sight bonuses and the ability to call smoke and arty might also prove problematic especially with Heavy gammon bomb that will allow IS blob to walk to T4 truck smoke them and demolish them with HGB.
Replace AT grenade with heavy Gammon bomb.
HGB redesign now a homing AT weapon that does not cause engine damage only temperate blind, friendly damage reduced. Imo this change should also apply to hammer HGB since mainline infatry should not have access to "demolition charges". THIF could get an extra 2-5 range on their HGB if hammer is unlocked. This change should also apply to all weapon of the same type (penal/cav R...), I shot snare where removed from infatry for a reason. The damage will be enough to keep light vehicles away and they can still contribute vs heavier armored vehicles.
Although the intention are good I doubt they will help with problem of the unit that currently is timing/faust/AP rounds.
Suggestions:
A) tech requirement removed
(comes earlier)
B) upgrade cost to 30-40
(less of an initial investment)
C) Weapon DPS lowered to pio flamer
(less power level)
D) DOT removed
(power level decreased)
E) Ability added to fire a single burst at range 35 a molotov level DOT a second one detonates 3-4 second later for around 40 MU
(Now becomes a anti garrison tool but with MU cost, in addition the second explosion damage units in multi-floor buildings but in DOT manner)
F) immunity to faust critical engine damage get stunned/weapon disable instead
( faust is enough to deter it but not a death sentence)
G) automatic repair ability remove
(see faust changes)
Now the unit can provide an early flamer pio that will help UKF early vs garrison.
It would need a hefty tech cost associated with it or Ostheer would roflstomp early vehicles like the AEC and Greyhound.
...
Not really. The button could have what ever requirement are necessary (BP1, T2, BP3) and serve more a time delay than anything else. Actually the unit could become build-able from HQ so that it does not instantly appear. The current call-in system is simply a mess as demonstrated in 2 threads and imo there should be an effort to tied up a bit:
For instance Ostheer call-in vehicles could all follow the Panzer IV J/250 solution and become building able from HQ. If there is a need to adjust cost or timing a "tech" button for this vehicles would serve that role.
I'm not keen on giving Vanguard other commanders' toys. Even if you removed the glider entirely and made it a four ability commander, it'd still be really good.
Commando AT squads are better Tank Hunter Sections, and who's going to go Tactical Support if the Glider can build mortars?
Maye then one should swap the glider from the "commando commander" and HQ and make the HQ a better option in the "weaker" commander.
Yes! I loved the old Jackson, when microed properly it was an utter machine.
Imagine 3-shotting P4s and 4 shotting Panthers, delicious. Stug E? 2 hits and its gone XD
I'm pretty sure the "more health less damage" was for the benefit of medium/lighter vehicles
Not sure if going back is will help.
Your stat are wrong, these are the changes to M36
M36 Jackson
The damage was reduced but the ROF was increased and so was penetration.
the m36 could not kill a PzIV with 3 shot unless using HVAP.