Command vehicle still bugs out when the vehicle abandons
The Command Vehicle Ability could use a rework. |
I've done some tests and here's my feedback.
Let's start with UKF:
-Smoke barrage addition to Pyrotechnics IS is definitely great but I think cost should be increased since it doesn't require IS throwing a flare and arrives fast. Something like 40 munitions is a good price for an ability that has so much range and doesn't work like flares/grenades but works as a call-in. If we consider the newly added Medic upgrade to the T0, everyone might start to go for Pyrotechnics IS and it might be too OP.
-While we're talking about T0 medics, I think something like Soviet HQ medics would work better than the current implementation. Everyone will just keep their medics on their base anyways, there's no point in making them mobile.
-Airlanding Officer is too OP. Back then when he was in an overpriced doctrinal ability that nobody uses, his abilities were okay but now that it's added without the glider and as a stock unit, no less, free Officer Charge and 30 munitions for the best Recon Sweep are too much on top a Gammon Bomb. Gammon Bomb should stay since it's an assault squad but Recon Sweep definitely needs a price increase and Officer Charge shouldn't be free.
-HQ Glider is just fine. It works as a Commando Glider now but with Medics and FRP for 100MP (Both of them nullified the instant Glider is destroyed). It's still a big target, its HP depends heavily on the location it lands on and it can be killed with small-arms fire. There's no need to buff/nerf it further.
Now, let's get to the worst part of the patch: Fragmentation vs Cluster bombs.
-Fragmentation Bombs now arrives way faster than it was before, it's practically impossible to completely dodge them on the edge of the map even if you start dodging the moment you see the red flares. I don't think that's fair at all. Fragmentation Bombs, unlike Cluster Bombs hit the enemy instantly the moment they're dropped from the plane and it's guareented to wipe anything with a flesh on the line. Buffing the speed of the plane to 275 is way too much. I think something like 225 should suffice.
-Cluster Bombs are now completely easy-to-dodge. I'm sad that Recon Support is nerfed twice and given nothing in return but at least Cluster Bombs are balanced for their price now, I guess.
Some bugs I want to report btw:
-For some reason, Paratrooper Support Squad has 28 reinforce cost in the Winter patch. False alarm. It was 28MP all along. Thanks to RepoRogue for correcting me.
-Falls can't capture points any longer. I can understand an elite squad such as Falls shouldn't have snares but taking away their ability to capture points? Isn't that too much? Lol False alarm, I just tried spawning them through the ability rather than the control panel and there is no problem.
-Tiger, just like King Tiger, no longer appears on the commander abilities when the commander is selected and only appears when all HQs are deployed. Now, this isn't a big problem but I think people will be shocked (I did, lol) when they see this after patch is implemented. So, letting it appear on abilities but locking it with a "All HQs need to be deployed." notice ,just like you did with other factions, is the best option. Although, this isn't a priority.
I agree that T0 Medics should function like the Soviet HQ Medics. While we are at it, Whermacht could use a T0 Medic Upgrade as well (Yes Whermacht could make a Medic Bunker in Base but So could British if they made a Forward Assembly in base and upgraded it however this would be a small quality of life change) Though Personally I feel all factions should have T0 HQ Medics as it would provide an alternative to Forward HQs which are obviously far superior to the factions that have it available to them than standard retreating.
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Heavy Tanks should have High Explosive Rounds and AP Shells like the Sherman. This way they can choose between anti infantry and anti tank, not both at the same time. |
The Sturm Tiger Grenade Ability should be changed into a passive ability that fires on its own (think Rear Echelon Grenade when its inside a fighting position or the Rifle Grenade upgrade) so that it can harass and do something without having to buff its main gun. |
I think the siege mode should just be replaced with a barrage (like a shorter version of the scotts perhaps?)
As at the moment siege mode is more risk than reward.
otherwise, it's a nice, solid tank.
I do think that Soviet Industry (the other commander with this tank) should have the KV8 replaced with the T34/85 though as a side note.
I agree, Siege mode either needs some love or to get replaced with something else. |
Vickers Veterancy
Vet 1 : +25% more range in buildings,25% more sight when in buildings
Vet 2 : +30% horizontal rotation, +30% penetration
Vet 3 : +30% Accuracy, +20% rate of fire
I would propose changing the Vickers Vet 1 Veterancy to work in building and Green Cover.
For Vet 2 The penetration should be changed to suppression. |
Rangers just need better Veterancy 1, 25% reduction in grenade cooldown is not the best and should get replaced with something more useful. |
I would rather exchange the LMG42 for better veterancy upgrades on the ostruppen or a G43 upgrade that grants the cover bonus at all times. |
Outside of VP points, i'll rather have strategic points not been physical entities (they would still be there for cap order and i guess disallowing building straight on top of it). Or just let vehicles ignore and phase through. Just like they phase through against each other kappa.
Pathfinding would be way smoother.
I agree 1000% on this. Not sure why it hasn't happened sooner. |
The only thing the KV2 needs is the ability to transition from Siege Mode to Normal Mode much quicker aside from that its a pretty solid tank. |