That'd be odd because it'd be redundant with the KT though. Sort of like pfusies are right now actually, but worse because they basically fill the same exact role.
I don't think their roles would have to be the same. In my suggestion, the Tiger I has smoke and movement abilities. That makes it a more aggressive option than the Tiger II. It would also be beneficial in smaller games, because a Tiger I call-in would let you skip the teching requirements of the Tiger II. The price difference is pretty significant as well.
I think the worst USF Commanders aren't really poorly designed, just under-tuned at the moment.
-Assault Engineers are priced as an assault unit, but perform closer to pioneers. They should either be cheaper or gain a 5th man (through vet or by default).
-Elite Vehicle Crews is near useless, as many have said. I'd change it to 2 Thompsons, -20% received accuracy, and faster vehicle disembark for 30mu.
-M10 doesn't bring much to the table as a 0CP T4 unit. Why get it when you could get an M36? I understand it was a problem to allow tech skipping as an 8CP call-in, but there may be a middle ground that would solve both issues. Others have recommended tying it to T3, but I would suggest making it an 8CP call-in again but allowing only 1 to be called in (or on the field?) before T4 is unlocked.
-Bulldozer may need a bit of a firepower increase due to the normal M4's good HE shells.
-240mm is a bit too random for its own good. I'd recommend spreading out its damage more evenly. Or just replacing it with the old 155mm ability.
(I'm bothered that it shares a name with a UKF Commander)
-Strafe is quite bad for its cost
-Calliope could use some help
-Depending on tech, either the MG drop or ATG drop is useless. MG drop could be replaced with an Ostheer-like supply drop.
-A weapon upgrade for Riflemen that improves firepower on the move/at closer range would synergize well with Fire Up. 1-3 carbines and/or SMGs.
2 Ordnance 4.2in Mortar (use model of soviet 120mm, slighty faster and weaker)
4 Field Recovery (now ~230mp, only comes with one squad)
4 Air Resupply (now costs something like 300mp, 50mu, for consistency with other air drops and to reduce munitions drain)
10 Artillery Cover
and either 2 Command Vehicle or 6 Forward Obs. HQ (reduced prices)
3 Early Warning
3 Base Howitzer Smoke (30-40mu) (reduces number or redundant artillery options, adds utility to commander)
5 Valentine (combat abilities buffed some)
8 Sexton (increase damage or radius a bit)
10 Perimeter Overwatch (limit to one sector, reduce price)
I wish more Soviet Commanders could be changed. It bothers me how many of them share 3 or more abilities with each other.
My recommendations are-
Overwatch- (too many munition abilities, nothing to take advantage of long sight ranges)
0 Halftrack Defenses (Forward Receivers + Goliaths)
1 Early Warning
2 Panzerfusiliers (extended sight range and capture bonuses fit well)
2 For the Fatherland
Breakthrough- (Unit call-ins don't support breakthroughs? also, very little synergy between abilites besides infantry blobs)
1 Sturm Offizier (needs to be tweaked)
6 StuG IIIe (same as Ostheer call-in)
10 Assault Artillery (no longer tied to sectors?)
13 Tiger I (exclusive with Tiger II, comes equipped with smoke launchers and speed boost ability)
There are voice lines existing for OKW Tiger I and StuG III call-ins.
I agree that Elite Armor is weak, but I think its problems are more balance-related than design-related. Make its abilities more powerful/cost effective and call it a day.
I like the NKVD idea, F1sh! especially the scorched earth part. I don't think Manpower Blitz fits into the way the game is balanced (no free resource conversions), but I'm not sure what would make a good replacement for it.
Here are my changes:
Defensive: (no late game, not much to spend munitions on)
2 Advanced Defenses (includes PMD-6 mines, tank traps, and MG nests)
2 M-42 (can now camo and fire from buildings like Raketenwerfer)
3 Repair Station
8 152mm Barrage (copy of USF 155mm)
Anti-Infantry: (shares 3 abilities each with Terror and Shock Rifle)
2 Shock Troops
6 Rapid Conscription (buffed a bit?)
6 Booby Trap (buffed)
8 152mm Barrage
Advanced Warfare: (shares 3.5 abilities with Armored Assault)
3 Conscript Assault Package
5 Conscript Repair
6 IL-2 Strafe
10 IL-2 PTAB
Reserve Army: (shares 3 abilities with Conscript Support)
2 Partisan Tank Hunters
2 Advanced Defenses
6 For Mother Russia
6 Rapid Conscription
I think Festung Armor would be a good candidate for rework, because of its excessive similarity (and inferiority) to Fortified Armor.
0 Forward Repair HQ
0 Hetzer (antitank, built from T4 as better StuG)
8 PaK 43
12 Rail Artillery
The other that I believe needs a rework is German Infantry Doctrine.
2 Artillery Officer
2 Defensive Fortifications (now comes with hidden s-mines and a pioneer repair upgrade, affects Defensive Doctrine as well)
3 Observation (timed ability that increases sight of infantry)
4 Replacements (unlocks 30mp upgrade for 5th man in grenadier squad. The new member uses a mediocre short-range weapon, like a looted ppsh-41)
10 Frag Bombs
I like it! The points on the main road make for good cutoffs. I also like the aesthetic asymmetry.
I think some stronger/more cover could make infantry combat a bit more engaging, though that might mess with the aggressive aim of the map.
That is incorrect the drop mechanism does not work that way. When an entity carrying a drop-able weapon dies the game moves the weapon to an empty slot if there is one available. If there is not available roll a dice to check if the weapon will drop or not.
I think what he's trying to say is that when a ranger squad has 4 thompsons and a BAR, and the BAR man is killed, the weapon has a chance to drop. This is because the men using the thompsons already have a weapon upgrade, and will not be able to switch to the BAR. There isn't an empty soldier available.
That's actually why in my mod the Automatic Weapon Upgrade only gives 3 guns- to allow for an extra default-weapon soldier.
In my mod, I gave them better-than-riflemen Garands and replaced the Thompson package with one that gives 2 Thompsons and 1 M2 Carbine (almost twice as fast as their original M1 Carbines). Both of these changes left them with comparable overall dps, but with a flatter range curve.
I also changed their veterancy- no more grenade cooldown bonuses, but a little more accuracy and a reload bonus. That makes weapon upgrades more effective on them.
Rangers have the same weapons and vet as paras at the moment, and I think the changes I made make them more unique.