My 2 cents:
- T-34 Ram: Like the change, but nothing mentioned about the effects on the T-34? Perahps in return for only stunning a vehicle, could the T-34 gun destroyed/immobilization be reduced to gun destroyed/engine damaged when rammed a light/medium vehicle. Then immobilized when rammed a heavy.
- OKW Stuka changes: Thoughts on effectiveness of using it to kill USF TDs?
- Just throwing it out there: Seems the different in models in different factions' infantry creates balancing challenges - Could Grens be re-balanced as a 5-man squad to ease the issue?
- Now that UKF medics have AoE heal, I think we could remove tommies' medical supplies upgrade.
- Add a flare-volley to Tommies' pyro and rework the smoke call-in to a a volley of smoke rounds from the base guns. I like the unique mechanic for the faction, it would be nice to see it applied more. Once this is done, can remove flare coverage from the Royal Arty commander and replace with a flare-version of coordinated fire (like the OKW special operations one but within a defined radius of the casting section, just two rounds with some spread). Less OP
- In return for longer sandbag build times, could their resistance to explosives be increased? And vehicle pathing . . .Just see units spending ages building then having it instantly undone, not gonna be worth the micro-time.
- M20: Make side-skirts stock
- Can you elaborate on if rifles would still get Vet1 anti-tank rifle-nades?
Either way, I have an alternative:
- Form a standardized rifle-grenade ability package of AI (from grenadiers), AT (from rifles) and smoke (from officers) for USF
- Give the package by default to LT, CAP, MAJ & Rear Echelon troops (doesn't lock out sweeper). Every officer and RET now has a snare, smoke and HE rifle-nades. RET's are now supportive grenadiers for rifle squads. Utility in early game through rifle-nade before pineapple upgrade, utility late from snare and all through with smoke as now. But obviously these all require muni now, no free RET nades like with UA - might stop the RET nade meme opener
- Remove RET rifle nade package from UA commander and replace with something else. Depending on if this many snares are enough in practice or not, can retain the snare with VET1 for rifles. Officer squads obviously loose their pineapples.
I perfer this because I think giving snares to rifles would only reinforce the rifle-blob with Jackson problem in larger games and punish unit variety even more. Also the spread of rifle nades accross officers & RE's gives a moderate anti-garrison boost
- Can weapon crates be added to the Major's command post on deploy? Micro-ing rifles back to base on large maps late game to BAR-up is a chore.
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Just gonna labour my biggest gripe again - lack of structure for USF armour line-up
https://www.coh2.org/topic/105224/winter-patch-current-state-of-doctrinal-armour/page/1#post_id838551