Maybe grenadiers could be given stun grenades as default?
This would help them protect MGs by stunning flanking squads and giving the mg time to re position.
Elite troops could then be given an ability for it to use munitions on, which it lacks currently. It can’t be too powerful, so maybe the light artillery barrage
I had suggested, mortar to Cap but both m20 and mortar require only officer. Pack to major scott doctrinal or vice verse.
The first change has nothing to do with the Scott or pack howitzer, and how does the second change accomplish anything related to making the Scott and pack howitzer more balanced units?
The Scott and pack howitzer will still be in a terrible spot with no changes for the reasons I discussed in my post, and I see no reason and you gave no reason for how making the Scott doctrinal and moving the pack howitzer to Major or making the pack howitzer doctrinal would make these units more balanced and viable
Also, how would the Scott in Captain be uncounterable? I gave examples for how it could be countered at captain timing, and even admitted it might need further nerfs so that it would be balanced against Ost.
Could the Pack howie and Scott’s position in the tech tree be swapped?
Current problems:
The pack howitzer’s role is pretty unclear. Right now it is mostly a RNG cannon used against infantry. It’s high scatter makes it bad vs. Team weapons, while its high scatter means that when firing even on moving infantry there is a chance the shot will scatter in the direction the squad is moving and it will deal a ton of damage
Meanwhile, the Scott is in a weird spot too. As mentioned earlier by someone else, it can either be practical useless or borderline over powered.
It comes out really late, at around a medium tank timing. To stand a chance of surviving the enemy medium, it has really good survivability in the form of mobility, three shots of HP, smoke, and the ability to shoot over shot blockers. It also deals pretty good DPS.
However, none of this can really help make it viable as a first unit to build, as an enemy medium tank will absolutely destroy it, especially since USF mines are not very good. However, if you can somehow get 2 Scotts and prevent your enemy from threatening them, he is pretty screwed. The range and indirect fire makes AT guns useless against a scott, and they allow you to win lots of infantry engagemts to deny fuel while bleeding the enemy of manpower, meaning it’s hard to get a tank out to kill them.
No amount of buffs will ever make a Scott a viable first unit out at major tech in my opinion, and any big nerfs will just make completely useless.
Ideas:
Making the pack howitzer in major tech and purely good against team weapons would fill the role of rocket artillery that USF is missing.
Making the Scott in Captain tech with the current nerfs in the patch would offset the nerfs due to the earlier timing, and It could still be countered at this timing, as Ost could rush it with Shreck Pgrens and OKW could use the Puma. its survivability could also be finally be nerfed as it wouldn’t be competing against medium tanks.
I am a bit worried about a Scott in Captain tech against Ost. I mentioned Shreck pgrens as a counter, but it would be a pretty weak counter. Maybe the barrage would need further nerfs so that a PaK would be able to somewhat counter it
Is there any possibility at all for making OKW tech linear again? Because this change is intended to give OKW access to indirect fire and healing easier, even if they go mechanized.
Right now, the choice between Battlegroup and mechanized is a strange trade off. Mechanized gives good light vehicles while creating a lack of healing that bleeds MP really badly, while Battlegroup has a weak light vehicle but provides healing to prevent you from bleeding dry of MP, and can make it hard to get enough repairs in the late game.
If the gimmic of choosing between a bad light vehicle but not bleeding manpower and getting good light vehicles but bleeding manpower is a feature that the balance team thinks should stay in the game, ignore suggested changes.
However, if you think this is bad choice to provide to a player, I think this would be a good way to alleviate it:
Tech rework idea:
This would:
Always give OKW access to indirect fire and rocket artillery
Allow easier access to early game healing/late game repairs
Give OKW faster access to MGs and snares (First truck comes earlier)
Flack HT is buffed indirectly as it can be combo’d with the Puma
Obers arrive earlier, helping to offset volksgrenadiers poorer late game performance. Keep in mind that the MG formation changes now make it harder for Obers to death loop MGs, so they will be less powerful
These changes would theoretically fix many of the current issues OKW suffers. However they may be too radical to implement, have unforeseen consequences, or there may be a better solution.
I've seen your work before and it's very well drawn.
Just one thing however, there is no empty space behind the head lamp of the middle of the Tiger's frontal plate like it is here:
As you can see on the real thing:
Altho it has the transport tracks on and it's also missing the mud guards but like I said the picture is to just show the frontal plate with the headlight in the middle.
Artillery Flares (Special Operations)
Due to the uncounterable nature of the artillery flares, the ability is being overhauled completely. Instead, it will now give a vision bonus to units which should be very useful when fighting in a particular area.
No longer gives vision on its own
Flares are now a visual indicator only (that the ability is being used)
Now gives every (player owned) unit within proximity of the ability +50% sight range for the duration of the ability
Ability is now activated by designating a particular resource sector. Ability is extended to all adjacent territory sectors
Remember it's not all about balance in the sense of statistical tweaking, there are likely going to be a reshuffle of core army units and teching as well which will breathe new life into the game.
Pog
Hopefully we can get some reworks/new dynamics instead of just buffs and nerfs
Well REs are sort of balanced repair speed wise with vehicle crew repairs in mind, so they are kinda shit at it and are glorified minesweepers/bazooka carriers
I would go for increasing the Pershing’s HP. It was very durable irl so there’s no problem in that department.
Balance wise, it also makes sense, as increasing its AI has the potential to make it too easy fr it to get wipes (like the pre nerf tiger)
Another slight buff could be making combined arms have a passive were riflemen can conduct rudimentary repairs.