I hope all these suggestions get implemented. I have an issue with the UI that I think were introduced with the commander revamp patch/new commander patch, and that is that commander ability order is screwed up on a few commanders.
This is on the command bar in-game for Soviet Industry Tactics:
And these two are in the main menu commander preview:
That‘s right. I‘ve already mentioned it before, so balance team should be informed about that:
The regimental insignias in the British army are quite visually complicated: they look like heraldy, often with similar silhouettes only distinguished by the details. That'd make them very difficult to turn into simple unit icons. There are proficiency badges meant to indicate special training, but they're usually lettered.
If that's the approach you want, you could take the leaves from the proficiency badge and use it as a universal "Specialist Infantry Section" symbol in the same way you suggested using the Chevron.
However, purely visually, I think SneakEye's approach of making them up is best. Given Assault Sections and AT Sections aren't even the same unit any more, you could even change the icon entirely. Go with crossed Sten Guns and a crossed Boys AT Rifle and AT Grenade or something.
Seems interesting. Thanks for image!
But i am totally against weapons on the shieldsymbol, because it looks weird, like was long time ago
There was a cool idea from first balance team (Mr. Smith, Miragefla and TheMachine) to give medcrates, like OKS has, to M3 Scout Car. It will make it more usefull on any stage of the battle.
Later this patch was cancelled (iirc it was fall balance preview from 2017), but some stuff from it was introduced later.
If you're going for historical accuracy, I really wouldn't proliferate the double chevron. It means Corporal. When put next to the Private chevron the rest of the units has, it implies the difference is rank, not role.
Before, when double chevron appeared for the first time, i explained that in this manner:
British Assault Infantry Section
One of them most desired unit for UKF. I've created portarits based on in-game assets, to provide better separation with regular infantry section, just like Assault Grenadiers.
For shieldsymbol i used this photo and my own memories about IS with Tommy guns in one of vCoH mods. But if you have some examples of correct symbol for assault regiment - let me know!
It was also logical if bonuses were taken into account (better surviabily and equipment)
Suddenly, there is still no information about aethetic symbols for assault and tank hunter infantry sections in the British army. I will be happy to get some information to work with.
Now, there is one addition, which should be taken into account too - this symbol already in gamefiles. No doubt, this patch will have new assets, as usual it was. But, fixes and novations, based on gamefiles, have higher chance to be implemented to the live version.
I tried to get some information about IS symbols and emblems, as well as Kasarov tried too, but we didn't find anything satisfying, that's why we decided to work around this symbol with doublechevron. SneakEye is also using icon from vanilla IS with crossed grenades above chevron in his All-Units mod.
It will be cool to create new shieldsymbol with historicaly accurate symbol on it, but i need information. Then i can do something and suggest it to the balance team.
If looked at patchnotes, you will find similar goal, but different implementing system.
Patch from 21.07.2015
We decided to take a different approach with Medium Call-ins and have them tie into the core tech tree. This change still require the player to have commander equipped with a T-34-85 Commander ability but also will now require players to build a Mechanized Armor Kampaneya to acquire the T-34-85 medium tank.
- T-34-85 is no longer a call in vehicle
- T-34-85 is now buildable in the Mechanized Armor Kampaneya
- CP changed from 9 to 0
Patch from 21.07.2015
We decided to take a different approach with Medium Call-ins and have them tie into the core tech tree. This change still require the player to have the Rifle Company Commander but also will now require players to unlock the Battalion Command Post to acquire the M4A3E8 "Sherman Easy Eight".
- M4A3E8 "Sherman Easy Eight" is now a buildable Tank in the Battalion Command Post
- CP requirement reduced to 0
A number of units have been changed from call-ins to requiring appropriate tech to be built. This will make the following units less dominant in 1 vs 1 scenarios where the punishment for the lack of teching is not as severe. Equally, these units will now arrive to the field earlier in larger game modes, making them more accessible.
The addition of this ability will give the commander better late game power through the use of more powerful Shermans and ensure that obstacles cannot stall the commander's mechanized nature in the late game.
- Allows M4A3(76)W tanks to be deployed from the Battalion Command Post; same stats as the M4A2(76)W, can use - Smokescreen ability.
- WC51 and M3 Halftrack consolidated and available from the Rifle Command.
- M3 Halftrack requires either Platoon or Company Command Posts to be fully unlocked or two officers to be deployed.
-Please see the new USF Tech Changes below for more information.
SdKfz 234 "Puma" from Mobile Defense Doctrine
-Puma now requires Battlephase 2 and is deployed from the Leichte Mechanized Kompanie.
-Puma now costs 270 manpower, 70 fuel
We felt the strategy of stalling for a heavy tank call-in without teching stagnated gameplay and was too punishing for players who did tech. In addition we felt that certain heavy tanks came too late in team games. The following changes have been made to all other heavy tanks:
Heavy tank call-ins will now require a reduced amount of CPs but require final tier tech in order to be called in. This includes: IS-2, KV-2, Command Panther, Sturmtiger, Tiger, Pershing, Churchill Crocodile and Churchill AVRE.
Call-in requirements for the heavy tank destroyers Elefant, Jagdtiger and ISU-152 remain at their old values but now also require end tier tech.
The majority of heavy tanks have had their AOE values standardized to deal more reliable damage to infantry. Additional rebalancing has also been done to a number of heavy tanks.
StuG III Ausf. E
The StuG E is being moved into tech like other call-in vehicles. In return, we have reduced the amount of CPs to compensate to encourage teching.
- CP requirement from 7 to 5
- Now requires Battlephase 2
Like many other call-ins, the M4A3(105) "Sherman" now requires tech to be built. In return, its CP requirements have been reduced to reward those who tech.
- Now requires Major tech
- CP requirement from 10 to 6
Command Panzer IV
The Command Panzer IV will now require either tier 3 or tier 4 in order to be called in. Additionally there will be some changes to its performance.
- CP requirement from 9 to 7; now requires either Support Armor Korps or Heavy Panzer Korps built in order to be deployed.
- Fuel cost from 125 to 100
- Aura damage reduction modifier from 0.8 to 0.9, as previously intended.
IMO, it's not good from the UI point of view, when doctrinal units using several mechanics for fixing the same issue (independence from the tech with big reward). I know, they were applied in different period of time, but still. Do you think it's fine?
I think the best option here (except WC51 and M3 for obvoius reason) is to bring all doctrinal vehicles to the system "call-in with tech requirements", which was applied in the september patch for part of doctrinal vehicles.