Rifle grenades Upgrade
Imo this ability can easily prove problematic.
The weapon upgrade being available from CP 0 and with no tech cost is inconstant with other weapon upgrades. It would probably be better to have some tech requirements.
The ability to fire 2 rifle grenades from a mortar pit is excessive and can easily lead to squad wipes.
The combination of smoke grenades and rifle-grenades allows the unit deal with HMG too easily.
The ability to equip rifle-grenades BAR and minesweepers is excessive the upgrade should at least take all weapon slots.
From the little testing I did the unit has a big advantage when is garrison while the combination of volley fire suppress and rifle-grenades can also prove problematic. One might have to remove volley fire from the unit once upgraded.
Generally speaking the grenades forces enemy units to move allot reducing their DPS.
I personally would suggest moving the ability to riflemen taking all weapon slot and swapping with flamer from rifle company.
Off map smoke barrage
The ability should not be available to e used inside enemy bases.
Dozer blades
I find the ability good since for 70 munition you get a tank that is better than the Ostheer PzIV. On the other hand I see little reason to be bundle with Sherman 76mm so the Sherman 76mm could become a separate ability. (I would suggest that Sherman 76mm becomes identical with normal Sherman with only difference having AP round instead HE)
This ability could be replaced with a timed ability giving better bonuses to units fighting from or against garrison.
Rangers
The unit is simply OP and way more cost efficient than PGs for almost the same price. I would rather have the unit's damage toned down and have lower CP than making it cheaper.
M4 Sherman Calliope
The unit does need fit the commander since it is not actually a good unit to use in a urban environment. Reducing the price is not really a good solution since the unit is very hard to kill. I would suggest increasing minimum range so it can not be used aggressively and adjusting damage if needed.
A units better suited fro the commander would be the dozer (one could then remove the dozer blades). The dozer could also be redesigned to work more like a mini KV-2 and maybe have a limited to 1 or 2. Or mini priest weapon with significant less range but providing some sort of indirect fire support suited for urban environment. Or a very durable tanks with good frontal amour and less wipe potential.
That could also allow the easy8 to be moved to elite armor.
Since I see allot of posts about bundling thing up, I would like to point out that the objective of the new commander should not be to get the strongest abilities possible.
Having new commander dominating the meta would be a step in the wrong directions. Commander should be balanced with an average power according to each factions and allowing new strategies.
I like those suggested improvements, well thought out.
This game may be at the end of its cycle, but that's the stuff we need for coh 3.
Outstanding technical work.
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So your opinion is that stg pnz is what an "assault rifle" should be, or should it be closer to bar ? Or somewhere in the middle ? "Assault rifle" as a term is pretty much generic, i get it, so is important to establish how an assault rifle is meant to work exactly.
Thanks
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BAR is again an "OP" weapon since its superior to M1 at long range and since it designed for the "OP" riflemen.
Imo assault rifles should have most of their DPS at mid range being the in between of carbine (semi automatic) and SMGs. So they should lose to SMG bellow 10 and to Carbine above 20 (for the same cost).
Another way to implement them would be to have them work as semi autos but have the addition option for full fast auto as timed ability with or without a MU cost.
Actually it is the Thompson that does not use a standard SMG profile since it superior to m1 Carbine at to range 25. Most of the other SMG lose most DPS around 12-15.
The SVT was working more mid oriented until its far range almost doubled.
The original design still didn't consider STG as "assault rifles", and WFA impacted it as result with its bar before, and STG volks immidiatly after.
STG volks were implemented because STG were the best weapon to fit that kind of mid range role, but it conflicted with previous smg-ish design of Panzergrens.
No it did, read the spoiler, Pgs ST is described as an assault rifle, Listed as MP44.
Actually VG ST does not follow any weapon profile and it is a weapon good at all ranges.
Not to speak of STV-40 as cqb weapons despite being similar to G43.
SVT-40, G43, m1 are all semi-auto (carbine according to Relic) and according to weapon profiles should be optimum at mid to long range. The M1 garrant was actually buffed to be better at long range due to the old USF faction design.
That is why weapon classes must be accounted for when drawing weapon profiles.
It doesn't mean that weapons should be copypaste, but when semi auto rifles act like long-mid range semi auto rifles, assaupt rifles act as assault rifles, carbines semi auto are actually all cqb/midish carbine semi auto and smg/cqb role is taken by actual smgs, you give everything more consistency and don't bar out any possible option risking for conflicting outcomes like volks stg.
You do not have to convince me, I have been advocating for it for quite some time.
I know, I read the test results, and the weapon manufacturers responded to the front-line reports with test results, but the soldiers wanted automatic fire in critical situations and they converted their SVT to AVT in field workshops. The manufacturer put up with this, and began to produce only AVT.
The American M2 carbine has a similar history - when in 1944, US soldiers liberate the Belgian FN factory, they began to convert their M1 carbine into fully automatic M1 carbine. After the inspection of the troops, this fact was revealed and an official set for converting M2 was developed for the soldiers.
Again it was an added option and as proven from the tests not a good one (it resulted in many cases in destruction of the weapon), it was probably used only in emergencies
The m2 carbine uses other munition than M1 Garrant, AVT/SVT and M2 carbines are completely separate cases.
We are currently drifting of topic. In game there is little reason for such a weapon.
That's where doctrines get the job done.
I'm not saying.that all factions should have nondoc similar tools, but that the "rules" for equipment should be somewhat standardized.
Ab eventual STV long range weapon equivalent to g43 could be made doctrinal upgrade or standard issue for doctrinal units, and URRS retair their close range nondoc roster with the proper weapon classes (penals could be a 6 men mosin with 2 atv-40, cons remain the mid-close range low accuracy mosin unit).
STV could become guards standard weapon.
IF coh 2 teaches something, is that you should plan ahead such thing as weapon classes to give some kind of concistency.
Otherwise we end up with semi auto rifles that for some reasons abide to completely different rules and 3-4 version of G43, mp40, bren,...
They have its called "weapon profiles" and "relative positioning", but for some strange reason the game is gradually moving away from it.
Again according to the Soviet test it Full auto did not perform good. The AVT the had little differences in production and give an added option that was simply not that good. It could still be used at semi auto MOD but that does mean that its auto mode was good.
According to test contacted by Soviet army it was inferior to SMGs close and semi auto rifles long range.
Personally I am not against the AVT maybe for the new Soviet paratroopers if they can get the animation and sounds right, but I see little reason for it. You can get similar result (or even better) with Assault Guards and the ppsh/SVT combination.
Finally each faction seems to be better oriented to fight a specific ranges and the soviets seem to have units for all ranges thus I see little point in it.
This debate has started drifting off topic which is OKW - Grand Offensive commander.
I stand still stand by my points thou:
1) Passive sprint should be removed from all units or replaced by a timed ability even if free.PFs running around decamping sectors should not be allowed.
2) Tactical movement and smoke can prove problematic since it allows to easily bypass defenses even base HMG nest
3) MP-40 upgrade should become more consistent with the PPsh upgrade and has little to offer to the commander.
4) The rear armor of the PzIV J should be fixed since it is due to oversight, the T-34/85 mgs also.