Infantry Sections
The damage to 14 leads to Overkill a difference in theoretical and practical DPS ( 20%) when Tommies are not equipped a bren. That means that bren upgrade will actually increase the effectiveness of tommies more. That would Imo that should be avoided.
Suggestion:
Either reduce damage to 12 or add different weapon for the 5 member that does less damage (maybe a pistol/sten that will be replaced by a bren or a scoped enfield)
Or one could redesign the upgrade to work similar to Ostheer's one, so then unlock allow an upgrade with MU that gives a single Bren and increase size to 5.
Imo pyrotechnics upgrade need a better design. How about giving 1-2 scoped enfield taking up all slot (maybe adding a time ability that increases range to 40-45 to act as sniper counter), allowing smoke artillery from base first gun and maybe allowing a sniper shot.
Vickers
Suggestion:
Maybe move bonus to vet 1?
Sniper
solid change
Comet
Suggestion:
Remove grenade or move it vet 1 to much Churchill
Cromwell
Solid changes.
Suggestion:
Maybe test a faster reload in close range.
Firefly
Solid change.
Suggestion:
Bring mid inline with other TDs.
Lock Tulips behind hammer/anvil
Churchill Mk.VII
Solid change.
Suggestion:
Lower Rear armor. The PzIV should have better chance to penetrate rear armor.
Unit is too durable to have "free" concealing smoke either replace concealing smoke commando smoke providing cover bonus or move to veterancy 1-2
Emplacements
Solid change.
Churchill Crocodile / Churchill AVRE
Solid change.
Suggestion:
keep CP or lower by 1-2 and decrease cost. This units come too early in 2vs2 now.
1.2 Advanced Emplacements Regiment
price a bit steep maybe fuel to 10?
1.2 Bofors
The new DPS seem to be allot lower
68.1 55.8 43.5 37.5 33.6
38.2 31.3 24.4 21.0 18.8
The nerf would make sense more like 25%-15% for start.
Every tournament game I've ever watched disagrees. Anti-tank guns. Snares. Mines. There are countless mechanics in this game that force you to position your tanks safely or lose them.
Point blank is not safe.
Again my point here is that is should ROF and not penetration. If one want his shot to penetrate he can flank.
The increased penetration is good for AT vehicles like the Puma who does actually get more penetration than the average vehicle.
Imo tanks do not need that high penetration because the can close the distance easily and the game will and end up in frontal melee fight vs Super heavies.
On the other hand the DPS of tanks could improve with range so that "flanker" tanks would work better. That would mean reducing the reload with range and making sort range vehicles gain faster reload at sort ranges.
I would love your change ideas for the stug e.
I really like the stug e but it's to inefficient.
It comes to late for an ai only role. it should come earlier OR should be able to defend itself against tanks like the t70.
Another idea for spotting scopes that would also be more realistic would be (if possible) that the unit gain +5 sight plus more (up to current levels sight) in a cone when stationary for some time.
Counter Barrage already has faster ROF (4.25s reload vs 5.5s reload of the normal barrage) so it should easily out-DPS enemy mortars, even the Soviet 6 men crew one. I've only done a few tests but it seemed to be a well functional ability now.
Mostly just a standardization with the 221/223. However it does help quite a bit against Shocktroopers (with a lot better chance to pen their armor) so it will help Ostheer fight them as they do seem to struggle a bit against them.
I personally would be less concern about standardizing the main gun of vehicle with secondary weapon of another vehicles from another faction and more interested in standardizing the mechanics of the 2cm guns like the 222 luch and Centaur, but the change is fine.
If one want to make 222 better vs shock one can simply turn the 2cm gun into accuracy based one without little or no AOE so that it can benefit from vet bonus accuracy.
They can already both fire forward at the same time, but only when the vehicle is perfectly facing the enemy (which it does automatically after issuing a direct attack order). Do you mean it should get even wider firing angles (not sure if the animations/model would support this) so it can do it more easily?
Yes the flamer seem to be able to fire straight forward but not on the axis of vehicle so sometimes only one flamer fires.
Elite G43s are a bit of a mess. We didn't want to give the squads 4 of them because of their incredibly high moving accuracy (they'd likely become monsters at chasing and wiping, especially Stormtroopers who can hide behind enemy lines) but removing the high moving DPS would both create yet another type of G43 rifle (we'd have 1 sniper G43, 1 medium G43 that's great on the move and 1 elite G43 that would not be great on the move, all looking the same, making things more confusing for the average player) and make them less unique/iconic weapons.
I have seen many changes around the "elite" G43. One has to keep in mind that the name of the ability is not G43 but "Jaeger Light Infantry" and it does not have to provide g43 to elite infantry. It can give them other bonuses.
I find the whole 3g43+1 weapon (k-98 or MP44) thing an unnecessary complication. Either make it 2 or 4 and adjust accordingly both static and moving accuracy.
Solid changes. (ST CP 8 while command Panzer at CP 7 seems a bit strange thou)
One the other hand the unit should not be be in the panzer elite commander. The unit does not benefit from Heat round or panzer commander and the commander aready has a barrage to deal enemy fortification. The unit could be move to another commander.
In addition the commander could further improve by making the 221 and 223 as separate units rebalanced with different cost and abilities (221 could have 0 fuel cost).
Fallschirmjäger
Imo the unit is not suited for airdrop deployment since it it has a small number of entities and can easily be wiped during the drop. Either increase entity count so that the unit can survive the drop or find another way of deployment like call-in or infiltration which OKW currently lack and redesign accordingly. Bundle grenade could be replaced by a WP grenade or Blendkörper if unit retains camo maybe add a mine.
Airdrop fallsch can become available to ostheer Luftwaffe doctrine.
Assault Artillery
Solid changes. On the other hand maybe keep the number of shell to 20 but reduce MU cost since it is rather high?
Sturm Offizier
Solid changes, I had been advocating for vet bonus for officer for years.
The officer's aura bulletin should either make sure it works or replaced with something else.
Imo share veterancy should be removed from all officers that can deal damage. What are the XP values for each vet level?
Command Tiger I
Solid changes. On the other hand imo super heavies should come later. In addition PF need to be looked at since they are over priced.
No. The models on the lower floors burn to death, while the remaining models seem to stay on the upper floors and remain completely unharmed by the DOT (as long as the garrison is tall enough).
Flame grenade deals noticeable less damage than it should:
The flame grenade DOT does not have damage all in hold anyway as far as I remember so it would not harm models in large building either. Imo it should be turned to true even if it does not work on multi-store building.