5 man ost squad suggestions are so over done. It makes for a good doctrinal ability because its contained but as a stock change the effects are endless.. 5 man puos would repair faster and build faster, lay mines faster ect. Also an extra model doesnt just increase durability against tanks but everything. It disperses damage more (5 men shooting at 4 men have 1 model always being targeted by 2 models at the very least) where 5 its more possible to be parity. More models for the medics to heal, more pop upkeep. What if they pick up a weapon? Now you have a cheap and durable unit that also scouts AND has increased firepower. Give them KARs and you make weapons recrewed more potent at range as well as the increased los making them absolutely superior to anything else AND cheap
People think tacking on a model is simple but it echos. Especially in a faction designed SPECIFICALLY with small squads in mind. You take units designed to be squishy and make them not squishy and who knows what would happen! We know already actually... look at the jackson and the problems it causes. Its not like cons getting a model where you wre taking a squad thats identity is durability and making it more durable. |
And people wonder why British lag behind even when they reach late game. Especially with so many bolstered squads eating into popcap.
Which further makes my case that bolster should be a squad by squad upgrade and 4 man tommies actually made viable. Then its easier to manage pop cap ontop of not having trash infantry at the price of semi elite infantry with a ahit tonne of fuel sidegrades attatched |
But OKWs entire faction design is to be an elite army like the one fielded at the battle of the bulge, that's why you get stg engineers, obers that represent the waffen SS and a king tiger non doc.
Okw was designed differently and even then the panther was a mistake and the p4 was made stock. They were supposed to have easy access to elite units but at a price.
Their changed design is why a properly balanxed panther wont be possible as its far too easily accessible and easily spammed in team games where they can combine ost caches amd their own salvage ability. As always okw fucks up the potential for proper balance... |
Now that you mention it, moving sustained fire to vet 0 might be enough to make it decent, but IMO the ability itself shouldn't force a reload, simply because the only time this ability can be used is when an enemy is approaching your mg and you scout them before they attack the maxim. If you use it when the maxim is supporting a push, the enemy will already see it and either escape its cone of fire or just walk up to it and throw a nade. In a defensive scenario it's also usually not worth using since you leave the mg open for attack during reloading, unless you surpress the enemy beforehand. If the ability was at vet 0, was quick to use and costed more munitions, there wouldn't be such a problem and also the ability wouldn't be spammed because it will quickly drain resources if it is used too often. Also i'm not sure if the ability cancels if the mg is packed up, but it should.
If it didnt require reload we risk having attack nove maxims again.the idea is that it can perform defensively if needed. It already does cancel if moved also.
If made vet 0 it could have a speed up on the reload at vet 1 or a cost reduction or even flat improvement. |
To play devils advocate
If the t70 doesnt have any time to roam its killed off entirely and the entire of soviet t3 with it as the puma wont struggle with the su76 or kraut mower much either. Youll run into an earlier version of live where allied tds hit the field the same time or before the p4 and its kin which leads to heavy meta. Doctrinal answers to no doc problems creates crutches and the puma should not be required to fight the t70. If its an issue other changes need to be made |
Tbh the panther should have been a unit restricted to 1 a piece and treated accordingly instead of nerfed and rebalanced and nerfed and rebalanced year after year to account for the potential to make them like they are t34s in team games. Elite tanks shouldnt be making up the entirety of your tank force anymore than elite infantry should be all tou field as infantry and i hooe thats a lesson learned for coh 3. The core of each army should be their standard units not thier elite ones |
i think in a faction without pinpoint rocket arty the flares at 120-150 muni would be fine, that isn’t the case though 
The fact that it costs the same as a recon plan but is uncounterable AND foesnt give any of the cues is just insulting to balance tbh |
Tie the flare to the command panther (thus liniting its range but still allowong for recon while also making the CP slightly more attractive)
Move the IRHT into the open slot reworked to provide targeted buffs/debuffs
Put a tank hunter squad into med truck: 4 man squad that starts with AT rifles, at satchel and maybe teller mines. Upgrade to shreks. Commanders that give infiktration nades also give this unit the AT barrage that ptrs cons get.
Spec ops stays viable
Med truck becomes more defensively natured and is filled with 3 viable units
IrHt problem solved as well.
For the ukf one just grant man flares as well. Maybe a but more extensive since its more to the theme of the commander, something like pyro tommies, mortar pits and the valentine or somethin like that.
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I also agree sustained fire as a vet 0 ability is all that is needed. Its so close to being a half decent mg and over tuning could send us back into spam. A small buff, especially one that still requires forsight and player input and especially an economy hit would be the best, most conservative approach |
Soviets don't even have a T4. Neither does USF. Really the only T4s are with OST, OKW, and maybe Brits.
Relevance? |