Ontopic: sounds decent but i don't know how you are supposed to implement it ingame and how.
One could add a single button either on base or on last tier building that would allow certain CP value for certain resources. Could even be locked behind tech.
I think Make it suppress and AA more reliable, increase traverse speed and improved tracking will make it viable without make it have to shred everything.
As I have suggested for OKW AA I would try 2 firing modes.
One suppress does little damage
One does no suppression but has higher damage
So a 15 fuel tech, 30 fuel buil emplacement is supposed to be countered by Volk only? I can see that the gun fire rate now match its animations and i'm not against that but its performance is horrible now. At the very least it should suppress the squad that trying to close in, but it was not, some time it suppress after the flame nade was out, some time is didn't suppress at all.
well you seem to be right there seems to be a big reduction in DPS
68.1 55.8 43.5 37.5 33.6
38.2 31.3 24.4 21.0 18.8
Its probably too much. I did have time to check in cheat but I read somewhere it mostly done animation reason.
I do some further test with the bofor 1.2, now i can move a Volk straight in and toss a flame nade then retreat with 3-4 model, i did it 3,4 time in a row until the bofor is destroyed in cheat mod with fow on.
I see why most axis player said bofor 1.2 is solid change.
The change is supposed to be so that gun and animation are in sync not to change the Performance of the weapon.
I plan to pick up OKW for my Axis main after some more time with playing the Soviets. Currently my favorite doctrine is the Grand Offensive due to Panzer Fusiliers, but from what I see of OKW it most certainly doesn't share the same playstyle as the Soviets. Any basic OKW tips, and favorite doctrine?
Panzer Fusiliers are currently not cost efficient...
It seems like thats the intention though. Tommies with double bren are good later, but Tommies early game are unstoppable early vs grens and volks. Tommie vet doesn't keep pace later though and they come back down to earth compared to other infantry units. By forcing earlier Upgrades a brit player sacrifices AEC timing, section upgrades smoke, mines ect. and will ultimately make it harder to spam tommies as effectively
One can lower damage to 12 adjust ROF/Accuracy and better design the performance of the squad.
Support Weapon Kampaneya
This a step in the wrong direction.
Can we stop messing with faction desing and stop making evrything avaialble to all faction? (the same way Ostheer tech become cheaper and soon OKW will have to also?)
Suggestions:
If T2 becomes cheaper then PTRS and satchel charges should be locked behind tech. For instance PTRS and AT satchel behind AT grenades (and mutally exclusives) and Sacthel behind molotovs or there could be a new tech called explosives giving acces to satchels and demolision charges.
Maxim
Seems good.
Requires more testing.
Suggestions:
Reduce flame grenades by 5 or move to SP. That can solve halve the issues of maxims without any buff to the unit.
Conscripts 7th man upgrade
Changes in good direction might need fine tuning. Conscript can become decent by investing on them.
It seem to require only T4 currently
Combat Engineers
Solid changes
ZiS-3 and SU-76 76mm HE Barrage
Solid changes.
Suggestions:
Check that Su-76 barrage damage does not improve with veterancy making more lethal.
Guards Rifle ‘Hit The Dirt!’ Ability
Solid changes.
Guards are too powerful for an all around unit.
Suggestions:
1) Reduce the PTRS accuracy to Penal, make the ability timed that increases accuracy to current level.
(add the same ability to AT tommies and make spawn as 5 men even without Bolster)
2) Make the button affect work even if guards move
Conscript Assault Package
The change promote blobbing.
Suggestions:
This doctrinal should not promote blobbing lock this upgrade behind tech.
In addition remove hit the ground from the ability there is little reason for these 2 abilities to come as package since they serve different roles.
Shocktroopers
decent changes.
Suggestions:
unit is too powerful.
Suggestions:
Remove armor and add as timed ability.
KV-1
Unit is simply too cost efficient compared to PzIV H it is far more cost efficient.
Suggestion:
Since CE got repair speed replace received damage modifier with HP
Overhaul veterancy bonus and give armor and HP bonus
Rethink hull-down bonuses the ROF at vet 3 would probably be bellow 3 secs
Tone down the mgs they are too powerful compared to other tanks
Lower rear armor
Increase price of T34/85 the units is too cost efficient
Increase near penetration
IS-2
As other Super heavies delay arrival keep CP lowering Fuel
Partisan Troops
Unit is cost efficient.
Suggestions:
Remove Frag grenade make molotov available without upgrade
Allow merge
Partisan Tank Hunters
Unit is cost efficient.
Suggestion:
Remove Shreck and vet penetration bonus on shreck.
Unit start with AT grenade unlock but on cool-down has to buy Shreck. Reduce target size.
Reduce cost slightly
Allow merge
KV-2
As other Super heavies delay arrival keep CP lowering Fuel
Defensive Tactics
Good changes
Suggestions:
Add sandbags for C.E.
Reduce target size for tanks trap increase built change cover to yellow
increase built of mines for conscripts
1.2 Airborne Guards
Value probably too low since it is the same drop rate as Guards who have 4 weapons instead of 3. Maybe 0.2?