I'll comment only for USF since it's the faction I best know (aside from OKW but I play OKW only casually without the stress)
Heavy Cavalry:
Pershing armour buff or veterancy rework. The veterancy nade toss is completely useless. Either remove it and return the -50% reload on vet 3 or buff armour and remove nade veterancy.
Combined arms: Buff cost and nerf active buffs
Rangers: Reduce pop to 9
Rifle company:
Bundle flares and sprint and increase CP to 5 or 6. Maybe add mortar halftrack to the company? (or would that be too much?)
Recon company:
Rework grayhound to some sort of light AT vehicle (there was a thread long ago about the Grey and some good ideas were thrown there). Right now, next to airdropped pak howi and paras; pathfinders, there really is no point in going greyhound. It's not 5CP worth of only AI power.
How about combining Sprint with thompson upgrade and calling it CQC training. Allows the commander to focus on rifleman and utility. This would be a regular upgrade so that the calvary rifleman stay unique to it's commander. |
How about making Raid tactics a combat focused ability that improves USF light vehicles in different ways.
For example the AAHT gets 5 extra range, Stuart/Greyhound get improved reload, M20 gets suppression. |
Agree, it's too late to be effective. What's the point of a Greyhound at the same time as a Stuart or Flak HT?
You could say it's an AI specialist and could pair well with a Stuart, but the canister ability is severely underpowered, so along with needing an MG upgrade it's a munitions sink just to get any AI power out of it (probably it's like this because CoH1's Stuart cannister shot was so massively OP ).
What about making it toggle ammo like the sherman. AI could be the explosive shot like the aaht with no suppression for consistent damage. AT could do stuart level damage with no AOE to bull light vehicles but get beat back by the PUMA
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I like the rearrangement but the way you have the units split up it would make captain useless as others have said. If the tech was changed to be more like Osteer(LT to CPT to MAJ) then it would make sense. The biggest issue would be the amount of infantry squads and cost of teching so that it doesn't come to fast. |
I would think a small bonus would be the way to go.
LMG upgrade for Volks or 10% faster vet for Volks/sturms or bolster for sturms/Volks.
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Does anyone know why the greyhound is tied to CP and not tech? It seems to come way to late in 3v3 and up. |
Vet does not carry over.
Thanks for answering. How about Pathfinders with better received accuracy at vet 0? I would assume the change in base stats would make them more durable vs the units built at base. |
Instead of adding new abilities, what do you guys think of reducing the received accuracy by 5-10% for the Pathfinder at Vet 0 along with the ability to reinforce at the beacon. This would differentiate the two pathfinders squads a bit more.
With the change to the pathfinders, it would indirectly buff the airdrop mg/at by allowing for early pushes without having to build an ambulance to reinforce. While making them a bit better than stock due to the self spotting and better durability.
A question I had for the more knowledgeable, do the crewed weapons keep VET stats of crewing infantry? If it does then crewing an MG/AT with a VET 2/3 pathfinder with the additional received accuracy bonus could function like elite support weapons.
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Unit seems fine to me. Like most said the commander is fairly weak.
It would be nice if they added rifleman incendiary grenades to the flamethrower ability. Beacons could be added to the Rifleman flare ability. This would allow the commander to be focused on rifleman utility and Muni starved so that it is not a BAR fest like it normally is. |
Hi guys, new to the forum but have been lurking for a while. I am a USF lover and had an idea about how to rework the tech tiers so that all units are available. First post so be nice and i apologize if someone posted something similar.
Start game with 0 gas
Lieutenant cost 280 MP 10 gas. Tech time stays the same. No bazooka upgrade
Unlocks
AT, MG and Howi
Captain cost 280MP 60 gas. Tech time stays the same. No Bar upgrade, supervise locked behind Vet 1
Unlocks
M20, Stuart, AAHT
Major stays the same
I was thinking this my reduce the WC51 spam to open the game and allow for more varied army composition. The LT gas price is to avoid LT rush and force some opening infantry. The increased MP price to slightly nerf infantry spam. This would also give USF AT gun in all situations so that a better solution could be found to the Jackson problem. Supervise was removed since M20 rush could become cancerous.
Another completely unrelated idea I had was to give Pathfinders a single M1919 upgrade after tech to LT/CPT and making Paratroopers Thompson/Zooks only. This could potentially make Pathfinders a better sniper counter while improving synergy with Paratroopers.
Thanks for your thoughts and input. |