One advise don't play as axis then, you'll probably loose everything to the katty.
There's a delay between the Salvos. All of them don't hit at the same time. So infantry can retreat if Player is paying attention or get out of the way. Keep in mind for an effective Katy ine needs to go really close exposing to the risk of some Faust or a sneaky Raketen. From far the spread is too much and it is not that effective.
Werfer is the only rocket artillery whose rockets hit at the same time and actually pin the infantry too. So can't move out of the strike zone. I don't think Werfer is weak at all
The LMG is what they use to do the "buttoning" so that would be kind of awkward
The Panzer tacician scenario is the only thing that makes button seem not worth it. To me thats a ptac problem, guards are one of the best squads in the game, and button is super useful. Extra useful in team games, but good no matter what you're playing
PanzerTac should still cancel button btw, it should just be a little more expensive or changed in form somehow
I agree. Just like bren carrier repair cost increase this matter should be looked into as well.
Upgraded guards hold their own against anything axis can field at range, all else equal, except for lmg obers or upgraded falls. Which is great for an anti armor squad. Most units have to give up significant dps to pick up handheld AT, guards' PTRS get boosted anti infantry damage mods instead. I believe they come out significantly earlier than upgraded obers/falls.
AT grenades are probably better as a general vehicle snare, but cons aren't doing any damage to vehicles in the meantime. Button also has no health threshold to snare.
The vision debuff on button basically guarantees solo enemy vehicles can't dive past them for a squad wipe or to hunt tank destroyers.
I like to keep them with a penal ptrs squad so the penals can run up and satchel without risk against unsupported medium armor that ptrs wouldn't normally threaten much. The satchel is effectively guaranteed engine damage on even the heaviest tanks, unlike an AT nade (or if not, a volley or two of 4xptrs deflections should fix that).
You just spent 85 munitions. Add in 60 ammo for ptrs 75 ammo for dp upgrades of guards. So for the first tank u spent 220 ammo. After that for the same micro you always spend 85 munitions. And still a pz4 will limp away after a satchel. So in short its a gamble unless you have support around. Get 2 zis guns. They work better than this.
Dshka & M5 Ass Guards combo in the mid game is nasty.
but you can only get one squad. Because you can't field more than 1 HT because it costs 30 fuel everytime. Also this squad has no useful ability. It has trip wires. We already have that on the stock soviet infantry (conscripts).
Dhska replaced with 50 cal will go with the lend lease theme. Dshka was a soviet weapon.
Right now they cost is 270MP (240 is cost of HT). If they will become call-in infantry, i think they cost will increase accordingly, but...do you need "2-nd sort" shocks?
Another possible option - HT call-in without guards, but have additional ability to create crates with thompsons and grenades. But this grade lock "hoora" for cons and ptrs for penals.
And again - we are at least should consider historical aspect, .50 cal and thompsons has very, very narrow usage in EF in infantry usage. In 2-nd half of 1943 all lend-lease vehicle went in USSR without thompsons and personal crew weapon. Soviets have their own smg's and get lend-lease infantry weapon with unique ammo, not good for logistic. Lend-lease is always about armor, planes and supplies, but not infantry weapon.
This doctrine is more about armor and mechanized aspects of war (closer to technical advantage doctrine, but with lend-lease "hue"). Call-in HT could go in par with repair stations or something, that reflect armor and tanks.
In this game not everything follows historical accuracy.
Yes it is okay if they increase the cost without HT because this means i can actually field more than 1 squad.
As for like shocks. Yes and no. Yes because assault role. But no cuz they have Thompsons and no armor. Also airborne guards exist with ppsh. Shocks are safe. They won't be same. Just another unit with similar roles.
We can make this mechanised focus too but depends on community and balance team.
The recent times i very often used lend-lease in 2vs2 - in open, wide maps it's very good commander. M4c like small Jackson (when you use super shells). M4c when you build 2 or 3, becomes very potent combo, in-fact, i find that they bette than su-85 due high mobility and smoke chargers (but it need some micro, because tank always stop when fire smoke shells). HT with guards good as early replace of T-70. Against Wermacht and OKW medical oppening it's very good choice.
Fuel drop very good - Axis very rare have build early AA.
In fact - HT with assault guards is good combo (i always call-in them before T3, than upgrade to quad and 1 fuel drop fully restore your fuel balance), but assault guards need some rework. They need special abilities to reflect their mechanized identity - repair for vehicle and boost to movement like pgrens will be very good for them (instead useless flare mine).
All groups with lend-lease armor had more "technical" knowledges than regular regiments. While USF have crews, soviet version of M4c could get self-repair (like in t-34/85 doctrine). Commander very muni-strave (fuel drops, mg for shermans, smoke from shermans) and cons also have repair, it will not become problem.
Paradropped DSHK will be very good change, because in-fact, you very rare need it. AA HT fully overlapped his role and do job better. DSHK good only when in building, while in open-air it's become very baby-sitting unit.
What if my guards get killed in late game? I get to call another halftrack just for another squad?
Dhska is already present in a couple of commanders. 50 cal will be a nice change.
Im here to talk about this commander again. It feels like a massive rework is needed.
Here are my suggestions for this commander
1 0cp m4c sherman ( possible accuracy buff to HVAP rounds so if it takes more reload time they don't miss at least)
2. 2 cp 50 cal mg air drop ( 6 men are okay because of more RA while retreating to 50 cal. Or we can add a call in and change tge unit size to 5 like in 120mm mortar.
3. 2cp Guards assault infantry without HT.. ( if HT is a must give incentives. Like a cheaper AA upgrade or healing while AA upgraded just for this halftrack. Because its a doctrinal unit. Must be different from the stock roster and not same) 2cp is right because falls are also at 2cp at this patch ad well shocks. Only unfortunate unit is airborne guards at 3cp.
Also trip wires ability is a waste of an ability on such squad. It would serve better to give a better grenade like the pineapple and at vet 1 can camouflage. Also add smoke grenade because it is an assault squad. This doesn't replace shocks because shocks are not in this doctrine.
4. 4cp Supply drop like Luftwaffe supply drop in which we can choose what to drop. Current model of converting munitions to fuel is quite risky as axis naturally field a lot of AA in the game and plane flies from axis base.
5. 3 cp P47 smoke shells.(soviets have no smoke ability in the entire game. Like not even a single ability. Must make sense they ask Americans to drop smoke for them.XD)
P. S I Believe ny suggestions don't make this commander OP but actually playable and useful instead of being a sorry state of affairs in the current scenario.
- Shocks don't need to use their regular grenades if they already smoked out the MG, just run past the smoke and mow down the MG crew with ppsh. Almost as fast as a kill as a grenade.
- Like Khan said, Ober, fall "smoke" is more like white phosphorus and if used like smoke, makes it take longer for the squad to walk around the "smoke" to flank an MG
- The "smoke" cost was nerfed from 15 to 30 to reflect that it does damage and hence shouldn't be classified as "smoke." Throwing 30+35 = 65 munis is a bit much just to clear out an MG.
Would you like a regular smoke grenade instead of blenderkorp (whatever that is)?
Your argument about ppsh is flawed because smoke is usually found on assault squads with automatic weapons . Eg falls, shocks, assault sections, even some engineers because they have automatic guns, and stg obers.
All of them can take on an mg
Also falls have more dps at all ranges while shocks only excel at short range.
No one is asking buffs here. Just incentives to field the squads.
The bug if possible should be fixed.
Shocks doesn't need any kind of buff at the moment, so no to separate CDs.
If anything cancer damaging smoke nades should share CD with HE nade as well.
I agree if smoke does damage then there should be shared cool down. If no damage smoke has a shared cool down it makes sense white phosphorus smoke (obers, falls, assault sections) should share cool down too.
Equality in a video game.. So crew repair for all factions because usf has it (equality!), heavy tank stock for all factions (equality), weapon racks AND global upgrades for all factions (equality), everyone having 2 openings with alternate mainline infantry (equality), everybody having a t0 vehicle (equality), all infantry squads should have STGs (equality)
We can have equality, but we don't need 5 different factions then.
I am not talking about that equality. I am talking about an ability which got removed due to a bug not a balance problem.