Although the early power of the faction has been toned down I really do not see they mid power going up. The "earlier" access to obers will have little impact without an LMG and its debated able even if it going to earlier since it will depend on the placing of the T4 building and on leaving it without defence.
Starting resources
OKW economy changes:
-40 manpower
+5 fuel
If they use trucks +60 manpower
If they use 4 VG -40 manpower
Total +5 fuel -20 manpower.
Instead of these changes I would suggest the simpler solution of reducing 20 manpower and increasing the built time of VGs, since there will be a smaller impact.
Schwerer Panzer Headquarters
The changes although in a good direction they will make aggressive use of the truck even less attractive since it will be undefended. One could try the following reduce the time of the deployment of the truck so that the total time of a factional T4 truck remain the same.
In addition allow the AA gun to fire on targets manually, make the AA mode a toggle more with a CD for changing mods.
Revert the chagne of Hetzer and Ostwind to call-in unit but keep the tech requirement so that the units are available even if T4 is lost, to make the doctrines more appealing.
One of the issues with Super heavy tank is that they can instantly be replaced when lost in large MODs imo. Imo that can be fixed with the a cool-down that start after the unit is lost.
In addition Super heavy tanks now seem to come earlier messing the timing and competing with doctrinal premium mediums tanks forcing more use of heavy TDs and making the window of opportunity even smaller for mediums tanks. Imo a simpler solution would be to keep the time frame the same as now (or reduce cp by 1-2) and lower fuel cost instead.
Finally the extra fuel cost for heavy TDs combined with the high will completely remove them from 1v1 and 2v2 mods. One could consider offering a discount for every tech building built/researched.
Medics
Did not have time to test this thoroughly but they seem as solid changes. Maybe one could increase the range of heal to help with bug that make medic stuck in trying to heal an entity?
Imo one should also be able to set a retreat with in the base sector. This could greatly help USF to protect their ambulance better.
They specifically said they would not nerf the flare cause special ops would die (like mobile defense ) as 2 out 3 ability used in the doc just got nerfed
i would like to see a rework tho, maybe add a plane recon with something else
They should simply increase the CD which is simply too low.
the point of my feedback isnt about the lack of healing in a vacuum... the point of my feedback is very much relevant to the balance team... and ill summarize it...
------------------------------------------------------------------------------------------------
make soviet T2 viable
T2 viability is completely irrelevant to stock healing options for Soviets and Ostheer.
In this patch t2 units get the following buffs:
Feel free to test these changes and provide useful feedback on them
I agree on OKW and UKF flares, but throwing the SOV flare in there too is a bit far fetched. It requires a vet 1 mortar in range, so it can only be deployed on the front line and you can counter the strategy by wiping the mortar with pushing it or artillery. It also is a bit more micro intensive. OKW and UKF flare is just a two-click ability and you see what you want to see. Nothing else involved.
That information is inaccurate:
PM-42 82mm Mortar
The PM-42 Mortar will now have the ‘Flare’ ability at Vet 0 to provide vital scouting information and to give the Soviet mortar a more utility oriented role when it is deployed.
Flare ability no longer requires veterancy 1
Veterancy 1 reduces Flare recharge by 25%
At this point you are simply arguing with yourself and I have no intention to force Relic/MODers read pages of runt.
If in your opinion Soviet need another stock form of healing, I suggest you start a thread about explaining your reasoning. There is not such change in this Patch so this is not place for such a debate in this thread.
1. tripwire flares are quite good for sure... but vet 1 heals are pretty good aswell... overall pre gren buff cons and grens have a nice balance to them... this patch however breaks that balance...
Grenadier changes are irrelevant to healing. Medic packs are inferior trip wire/RA reduction conscripts get end of story.
2. meanwhile the manpower cost of 250 for field medics essentially mounts up to a squad in a faction that bleeds MP like crazy when starting with a T2 oriented/conscript based build...
And the 60 munition for bunker make Ostheer have one less weapon and is more important than 100 manpower.
3. heal is a vet 0 ability... the hanomag instead gets a schu mine at vet 1 while the M5 gets a blitz like ability that unlocks at vet 1... the 251 has the superior vet ability
M5 is simply superior to 251, it more armor thus does not take damage from small arms and units can fire from it and has more DPS 66% long range.
ok we can stop talking about this once you stop contesting the idea of giving the soviets more nondoc healing options
If you want to claim that Soviet need more healing options you should try different arguments saying that Ostheer have "more" is not good enough argument. It a "grass is greener on the other side of fence argument. With the same logic Ostheer should have stock "free" AOE healing because UKF have it.
And once more so far I have simply corrected your claim that Soviet airborne point do not heal.
perhaps thats because i dont use the airborne cmdr or the NKVD cmdr that often... otherwise
1. the base bunker still exists and basically grants field medics like the HQ medics... unsure on how they compare to each other though
2. ost has the extra option of healing using vet 1 abilities
3. ost now has a 3rd option of using the SDKFZ
meanwhile sov basically has 1 healing option and thats it...
And that actually give them then an advantage?
1) The tripwire flares/ Target size reduction as vet 1 for conscripts is allot better the medic kit grenadiers get.
2) Medic is one of the worse healing out there and cost munition. It is only good for infatry doc and it should actually have longer CD.
3) heal need lots micro and is slow and the M5 ability is far better