Damage in hold is already true for ISG Incendiary (according to coh2db.com/stats). Same for Volks flame nades. Neither will damage enemy models that are high up in buildings.
As far as I can remember and I can not check now the damage on in hold is true for initial blast but not for DOT. The mechanic would be allot better if most of the damage would actually come from DOT and not from initial blast. One could even test ramping up damage with time.
Do entities move from upper floor to lower floors once the lower floors are cleared?
Suggestions:
Increase number of weapons to 4 recalcluate DPS if needed. There is little reason for 2 difrent types of weapons that affects drop off DPS when model drop.
A more intersting solution would be to increase number of entities to 5 and to rebalance weapon accordingly.
Bunker MG 42 upgrade
Suggestion:
1) Move the sight bonus to command bunker
2) Reduce MP cost to 100 add 50 manpower cost to MG and Medic bunker.
Tiger I
Suggestions:
As mentioned before Imo the timing of super heavies should not be earlier since the window of opportunity for many units will be reduced. Keep CP close to current but lower the cost abit.
Spotting scopes
The upgrade is not very cost efficient.
Suggestion: add around +5 lower the stationary bonus so that total SR remains about the same.
Supply Drop - Osttruppen Doctrine
The ability should be compared to the UKF one which is more cost efficient.
Suggestions:
Replace HMG with mortar to increase built diverity, now one can skip either t1 or t2 and still have access to some of the building weapons.
Although not recomended on could replace the pak with soviet M-42 (call it pak35) or the RF which make more sense as aidroped weapons and further reduce price.
Command Panzer IV
There is very little reason for CP requirement for the units since it is an inferior meduim tank.
Suggestions:
1) Remoce CP requiremnts
2) Lower XP value, the unit vet too slow
3) Make aura scale with veternacy similar to CP, DR now at 5% at vet 0 up to 20% at vet 3
4) Make the commander a toggle ability that increase the sight but increase slow down the vehicle or reduces reload.
5) Remove the vet 2 skirts and replce the armor bonus with target size bonus move vet 3 mobility bonus to vet 2 and add a speed bonus. Move weapon rotation to vet 3
Target Weak Point Ability
Since Stug-E and Stug-G have difrent affects I would suggest calling Stug-E "Hollow Charge Shell"
Suggestions:
1) Remove TWP from Stug-E replace it with switcable AT munition at vet 1. The weapon would use direct fire have low penetration but some deflection damage.
2) Reduce vet 2 armor bonus to 15% add target size reduction, swap mobility bonus from vet 3 with relaod from vet 2.
Sdf.kfz 250 Mortar Halftrack
Jaeger Command Squad
The unit does not have any "command" abilities.
Suggestions:
Either redesing the unit as "semi elite" unit and remove limite to 1 or add Command abilities like longer first strike bonus aura, ability to cloak units in cover around unit or sight bonus when in cover, received accuracy bonus when cloaked...
A solid change, can we also add XP gain for construction that have a cost? (base building and bunkers)
GrW 34 Mortar
Solid change add some faster ROF also or AOE bonus also?
Sd.Kfz. 222
Main damage vs vehicles comes from 2cm so it seem a bit unnecessary...Can we add the 221 to Ostheer as a stock unit and the 222 as an upgrade?
Sd.Kfz. 251 Halftrack
Make the healing as a vet 1 an active vet 1 ability and increase healing speed.
Other:
Increase firing angle of flame projectors so that both can fire forward at the same time, remove DOT add an ability that creates the DOT and reduce CD of the ability for each vet level including vet 1 (replace heal).
If shu mine stay reduce plant time for each vet level.
Grenadier - Experimental Change
Need to test more
Wehrmacht Tech
Imo it the other faction that need their tech to slow down than Ostheer to speed up.
Suggestion: Delay the tech of other faction so that early units have bigger window of opportunity.
A commander doesn't need 5 strong abilities that all need to be used simultaneously. Offering a high amount of versatility is just as valuable. The Opel Blitz was specifically redesigned to offer an alternative to medics so the commander will offer versatility so people can use it for a variety of different build orders and strategies.
Yes a commander does need 5 strong abilities, actually I have pointed in many occasion that commanders should have about the same power level.
The suggested Opel make T1 which is already unpopular even less so. The commender currently have only 1 strong ability while with the redesign either Opel or incendiary round is almost useless. My suggestion aim to make all abilities useful regardless of tech path.
DOT spreads on ground level and does not affect units that are on the top floors of higher garrisons. The AOE was changed specifically to help deal damage to units in large/high garrisons regardless, as that is one of the primary uses of the incendiary barrage.
Are sure that turning the affect all in hold will not make DOT damage entities on higher floors?
Imo it is the DOT that should force units to leave garrison.
The Hetzer is too powerful to put behind a potential 15/25+15/45 gate. It easily 1v1s anti-tank guns and AT infantry and can't be pushed off without armor. The current 80 fuel for the first phase of the SPHQ is already pushing its shock timing to the limit.
Removing the DOT from hezter and moving to an ability will help balance the unit allot.
As for the problem of timing the requirement could be either T4 or t1 t2 + medics+ repair.
The unit is simply completely OP allowing OKW to apply too much pressure. In addition from design point of view it badly design since it make T1 redundant and making LeIG incendiary barrage even less attractive. Instead for making the unit more powerful make easier accessible with more utility.
Suggestions:
1) Reduce CP 1-0 remove healing reduce MP cost 150 and remove fuel cost.
2) One can add a lock down option that allows a single unit to retreat to it, similar to ostheer urban assault doctrine.
3) Lower the bonus to ability recharge but allow team weapon to benefit from it also.
4) increase sight to 40 so the unit can avoid conflict.
5) Add shared veterancy and vet bonuses.
LeIG 18 ISG Incendiary Barrage
Suggestions:
1) Move flamer upgrade to this ability since it make more sense. Rename to "incendiary weapons"
2) Move anti-garrison AOE damage from initial blast to DOT set to hit all in hold if there is a need to. The changes aim to allow reaction time but be more punishing if player does not react.
3) Make the ability more flexible making offer bonuses to T2 units also. The ability could provide WP rounds for Puma or for Stuka. For stuka it could fire 2 incendiary rockets for 60 munition could vs garrison.
4) Add flame grenades for SP
5) Change the MP-40 upgrade for VGs to a new unit so that they can be better designed for the role.
Flammpanzer 38t ‘Hetzer’
Suggestions:
1) Make unit a call in so it available even T4 is destroyed. Change tech requirement to 2 trucks so increase building diversity.
2) Remove the DOT damage, add a ability that creates DOT.
3) Since the unit has not turret and exposes rear armour increase rear armour to around 110
4) overhaul vet bonuses reducing the offensive bonus for some defensive like target speed or HP bonuses.
5) Is it possible to add hidden damage to entities on death (maybe with a death critical at low HP) and thus increase the XP gain?
Imo changing the reinforcement cost across the same type of units should be avoided since it is difficult to compare the units (having a different cost for the same type makes sense. For instance have cheaper reinforcement for CQC units since they are expected to have more losses).
Once more I would rather see a increase in the built time than the cost something that could also help make Kubel more attractive.
Imo problem with VG is more than they cost and it their overall efficiency that make other infantry option less attractive. Changes could include:
Swap incendiary grenade for frag or reduce range of incendiary grenade by around 5. Change the DOT damage all in hold to true and maybe reduce damage slightly.
Replace the MP44 upgrade with the MP-40 upgrade or replace the 2 MP44 with 5 MP with on semi automatic that use a profile close to m1.
Sturmpioneers
Imo further changes could made like:
Lower price to 280 and lower Pop.
Replace 2 MP 44 with 2 Mp40 or 2 K98. Offer the weapon of the 2 extra MP44 as weapon upgrade locked behind a truck.
Replace the concussion grenade with incendiary or WP from vet 0.
MG 34 HMG
Change seems solid and it was I problem I had pointed out when the DPS of the crew was lowered.
Kubelwagen
There is little reason for damage reduction, it is allot simpler to revert some of the armour changes. In addition one should increase the window of opportunity of the unit by reducing the built time and lowering the penetration of its counter mg (like wc51, m3a3, UC). One can (if possible) remove mg and offer it as upgrade and thas lowering the price.
Raketenwerfer 43
There are many issues with the unit that imo are not addressed so I would recommend the following:
1) There is little reason to different camo mechanism across faction, either the camo should work like soviet one or the soviet one as the "new" RW
2) Camo as vet 1 bonus seems lacking imo it should provide some extra bonus like first strike bonus or +5 vision when in camo or garrison or a rotation bonus when in garrison
3) The vet bonuses need an overhaul since the unit get very little bonuses when in garrison (maybe allow the unit to cloak when in garrison also?)
4) The reaction time of the unit is very making the unit bad vs moving targets they should be lowered.
5) units should be locked to first truck set up while PF available at Truck being built.
6) one could lower the penetration of the unit but add deflection damage similar to most rocket munition allowing OKW to fight heavily armed vehicles even without the Panther.
7) Imo the unit can still lose gunner very easily so the 5 man might help the unit survive but not fight. Damage reduction could help the unit survive initial shots.
Sdkfz. 251/17 Flak Halftrack
Tiger II
Making the gun's performance more reliable is a step in the right direction.
If one keep the current implementation of Super heavies one should probably offer the KT a discount since it comes later and cost more. I would even tempted to lower the lethality of the unit while also lowering the chance of penetration from allied TDs so it more durable but less lethal.