No idea if its related to the patch or not but tried using the flame barrage from the Ostheer mortar half track. Instead of it firing, it got stuck trying to and would not fire. Additionally, I couldn't cancel it, I couldn't move it or do anything with it. It was stuck in place.
I like the change to Assault Grenadiers but am also hoping for just a little bit more utility. When I use AGs, I tend to skip Tier 1 (as I would expect most other people to do the same). This results in having no way to snare enemy vehicles, which I am mostly fine with.
Can we give them the Blendkorper Grenade that OKW has? Have it unlockable with Battle Phase 1 like their other grenade. They don't already have smoke, and that would help deal with early vehicle (bren carrier/jeep/clown car) since they don't have AT capabilities.
"Blendkorper grenades will disable weapons on any vehicle inside in the smoke, but only for as long as the vehicle remains, unlike USF riflemen smoke."
I made a couple of changes to the Ostheer doctrine shown in bold. I added Assault Grens as that was mentioned that they might be included in this doctrine. Not sure my suggestion is the best way to go about it though (veteran squad leader). Adding another squad member increases the unit's ability to survive but the unit would still be weak (susceptible to incoming fire). The concern would be, what weapon do you give the squad leader because another mp40 would probably be too op. Perhaps a G43? As a result of having stronger Assault Grens, I changed the ability from 2 cp to 3 cp. Maybe you don't even add another soldier to the squad, but instead, increase unit health or decrease received accuracy for a munitions/fuel cost.
Alternative approach to adding more utility to assault grens: give them the Blendkorper Grenade that okw has. Have it unlockable with Battle Phase 1 like their other grenade. They don't already have smoke, and that would help deal with early vehicle (bren carrier/jeep) since they don't have AT capabilities.
I was working on this before I saw the recent posts and I agree if the PIV upgrade was included into the Extra Training, then you could leave Radio Intercept in.
This has happened to me twice now (if not more). I have no mods or downloaded maps in my game that I am aware of. I definitely don't think it hit a loot cap or anything like that. I only play a couple of games a night.
I am on my phone and found out about this post recently but wanted to submit a post still. All unlocks are currently available in the game and would remain unchanged (although it would be nice to have riegel mines take longer to defuse since they were so sensitive in real life.). Germany heavy tank battalions were active beginning in 1943 so makes sense to have riegel mines. Additionally mp40s were active throughout the whole campaign and tigers were active during 1943. The panzer IV with the smaller gun wasn’t produced during 43 anymore but it could make sense for an a “ace” crew to give advice/tactics to other tank crews on how to survive. Additionally the command panzer might help assault greens acale better into late game.
Honestly, one other thing that I would love them to bring back is the detail of the unit damage amount to various things (Infantry, Light Armor, Heavy Armor, and Buildings) along with the kill count of such things.
It is really helpful for newer players or players coming back to the game after a long extended break (in the event of a balance patch) where they can easily see in game what units are good at dealing damage to other various units.
For instance, you can see what I am talking about in this screen shot underneath the thumbnail of the Tiger Tank.