- Give reworked HQ glider to Commando doctrine and remove it from Vanguard.
- Add Assault Sections to Vanguard.
+1
Posts: 817 | Subs: 5
- Give reworked HQ glider to Commando doctrine and remove it from Vanguard.
- Add Assault Sections to Vanguard.
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Again, what do you propose then? Because all other commanders are filled with unique abilities already and I don't see any room anywhere to include Assault Sections without having to delete something.
Posts: 1563
That's literally all what you present, ignoring and disregarding advantages of units just so narrative can suit your point.
It doesn't matter what the abilities cost - they are there for you to use, if you aren't using them, you're playing the unit wrong, which obviously will lead to the conclusion that its "weaker" then unit with no abilities.
All of your balance problems so far are learn to play issues.
Posts: 3166 | Subs: 6
- Give reworked HQ glider to Commando doctrine and remove it from Vanguard.
- Add Assault Sections to Vanguard.
Otherwise you could just replace flamethrowers on Mobile Assault.
First of all merge M5 and M10 in the Lend-Lease doctrine and call it Lend-Lease Armour as suggested before.
Then put P47 loiter in the doctrine so it becomes viable in late-game.
Posts: 13496 | Subs: 1
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That's not possible. The M5 was made a call-in specifically because it couldn't be put into Brit tech anywhere comfortably. Platoon tech made it come too early and AEC/Bofors tech made it too expensive / come too late. Can't merge a call-in ability with the buildable M10 as the UI doesn't properly support that.
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Adding Assault Sections to Vanguard would be more risky than the current repurposed glider HQ. As the popularity of Ostheer's Mechanized Assault and Strategic Reserves suggests, 0CP call-in CQC infantry pressure (into follow up light vehicles) into a heavy tank is an effective and reliable strategy. At least Commandos in Vanguard are not a primary reason to pick the doctrine for in most cases as Commandos are expensive and come at a time where you usually need to invest in AT or tech.
Adding Assault Sections to this doctrine would likely make it become the go-to pick for any map that is close to mid range orientated. It's a mid-late game doctrine and I think adding a strong early game to that would be way more dangerous than the glider.
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From a design point of view and in my opinion:
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Other:
The commander gives access to "superior" infatry, a superior medium and superior Tiger making easier to tech to T3 only and runs the risk of overshadowing other Tiger commanders. Imo such designs should be avoided for commander that should provide either super heavies or premium mediums but not all together.
I was thinking of potentially swapping Crew Repairs for a Combined Arms type of assault ability that would add some late game power to the doctrine but comes with some requirements to use to its full potential, instead of adding another no-brainer click-and-forget ability (skill planes). Designate Command Vehicle ability could work too.
Imo one could replace raid with an late game off map and M3 with a "combined arms" type ability (?)
Posts: 1220
Or priest
How about this, blunder m5 and m10 into 1 slot call: "lend lease armor", and add straffing support from vanguard in the empty slot.
Can you consider?
Posts: 5279
Posts: 1890 | Subs: 1
Officer:
Should be redesign to be similar to assault section and commandos but get a no tech incendiary grenade and the "Serve to Lead" ability a ability similar to ostheer artillery officer "diversion" by providing 1.1 armor per vet level.
An "upgrade" could be available at T3 making Captain and giving him 4 Enfield and 1 Vickers K.
Posts: 3260
I was thinking of potentially swapping Crew Repairs for a Combined Arms type of assault ability that would add some late game power to the doctrine but comes with some requirements to use to its full potential, instead of adding another no-brainer click-and-forget ability (skill planes). Designate Command Vehicle ability could work too.
Posts: 3423 | Subs: 1
Does LLA even need a late-game power ability though? It's got really strong early-game power with the new Assault Sections.
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Posts: 930
Not more arty please...
Posts: 211
I was thinking of potentially swapping Crew Repairs for a Combined Arms type of assault ability that would add some late game power to the doctrine but comes with some requirements to use to its full potential, instead of adding another no-brainer click-and-forget ability (skill planes). Designate Command Vehicle ability could work too.
Posts: 3166 | Subs: 6
Command Vehicle is very underutilized due to its negative pentalties to parent vehicle. I sugges reducing some of the mobility pentalities.
Posts: 5279
yeah, because brits are full of arty... Kappa
Posts: 13496 | Subs: 1
It doesn't give any mobility penalties. Only accuracy and reload. Which is fine on an AEC because you only need it for the tread shot and to call in the recon plane while the aura boosts all your other tanks. It's a fantastic ability for teamgames.
Also, the lack of any late game abilities has meant that Lend Lease is practically never used beyond 1v1s. Adding a good but non-oppressive late game ability like Combined Arms or Command Vehicle would make it a lot more attractive in bigger modes (which is important as it's the only one featuring Assault Sections) without making it too good in 1v1s (as those abilities are usually less effective in that mode).
Posts: 211
It doesn't give any mobility penalties. Only accuracy and reload. Which is fine on an AEC because you only need it for the tread shot and to call in the recon plane while the aura boosts all your other tanks. It's a fantastic ability for teamgames.
Also, the lack of any late game abilities has meant that Lend Lease is practically never used beyond 1v1s. Adding a good but non-oppressive late game ability like Combined Arms or Command Vehicle would make it a lot more attractive in bigger modes (which is important as it's the only one featuring Assault Sections) without making it too good in 1v1s (as those abilities are usually less effective in that mode).
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