Units -
Tier 1 - Add mortar.Buildable with ambulance out.
Rifleman -same
Upgrade - Bazooka 15 muni less(like g43 to lmg42)
Upgrade - BAR1918 - Either not fireable on the move (main cause of successful blob overrunning suppression tools)or DPS of BAR reduced on the move to garand level.
57mm AT gun- 15% penetration increase.15% price increase(roughly from 270 mp to 310 mp)
M36 jackson- +20% armor,15% penetration, -20% damage(200 from 240),price +10 fuel.(this feel will increase survivability and pen issues while also toning down its capability to 2-3 shot(or 1 shot when there are 2) midtier medium tanks from out of sight.)
Teching cost to t2.from 200 mp to 100 mp.But no free lieutenant.Have to buy the unit.This will mean it will cost(reducing 100 mp)220 mp extra from now for usf to get the lieutenant-i think quite fair price.(This will hopefully prevent from easy outnbumbering and overwhelming of ost earlygame by free unit,MP disparity)
Same equation for Captain.Teching price reduced to 100 mp.Have to buy captain.(effective cost 260mp).
Note- I intend this 'buy the unit' thing only for the first teching instance.Once first teching is done.Second teching(whichever was chosen) can revert back to free .This is because only the first free unit is problem.
Major upkeep reduced to 3 from 5.
Lieutenant upkeep reduced to 5 from 8.
Captain upkeep reduced to 5 from 8.
Commanders -
Airborne company:
Airborne infantry -reinforce cost to 34.This unit once upgraded is the most beastly and due to same reinforce cost(28mp) as rifles very easily spammable.(especially compared to 40 mp plus pzgrens and fallschirms).Elite inf that can drop anywhere cheaper reinforce than basic grens is problem.
Reduce para losses to the bad drop thing.
Armor company :
Submachine gun crews -Useless ability.Replace with increasing repair rate on crews.
Wolverine TD - Totally overshadowed by jackson.Camoflage(while static) ability at vet 2.Increase vet gain rate of base unit by 20%
Bulldozer tank - Not used.Replace with sherman upgun upgrade option.Should be an universal upgrade with a fuel cost.Increases penetration of sherman by 20%.Can no longer switch to anti HE shells but 110 fuel spammable anti tank sherman.Let armor company feel like armor.
Infantry Company :
Priest SP - fuel cost from 115 to 100 fuel.Right now too much because shells don't land at once,so after first hit they are of less value (when not used vs OKW trucks).
Mechanized Company :
M3 halftrack assault group - Just badly designed.USF already has 2 excellent stock light vehicles.If it wanted to use doctrinal one,greyhound is top choice.On top of this already has a light vehicle in the commander in jeep.Needs to be replaced by camoflage ability for 57 mm AT guns.The doctrine has no AT support which is its biggest weakness.
Recon Support Company :
Forward observers/Pathfinders -One of these 2 need to go/Two perform very similar roles and waste of space.Replace with camoflage for AT gun.
Greyhound - Splash dmg reduced a bit to prevent multiple squad wipe.
Airborne assault group - Lacklustre final ability.The AT gun dropped needs to be vet 2 at least to make this worth anything.
New Units wishlist -
Rangers.
Sherman firefly(on a allied co-ordination commander -representing how anglo-american allies fought together often)
Overall with USF i tried to reduce infantryspam,increase AT options and lategame penetration.
Global Changes - I feel OKW has excess manpower due to low tech cost.All trucks from 200 mp to 250 mp.( i would put 300 mp for flak truck ,but since destruction is issue can't increase more)
Return from Fuel cache reduced to 50% from current 66%.I feel multiple fuel caches in large team games allow OKW to profit too much from wehr partner getting heavy armor quicker than was intended by design.
Volksgrenadiers - Panzershreck -25% to -30% accuracy at long range.Shreck upgrade cost 80 muni from 90.-33% XP gain to prevent fast vet 4-5.
Raketenwerfer - Reduced aim time and better accuracy.
Either Range increased to normal AT gun to cover the gap in volks long range with price increased to 300 mp.Or keep range same ,price 250 mp.Main problem is unit getting one shotted by mediums when not in building.Not sure exactly how to fix this.
King tiger -Frontal armor from 425 to 400.Rear armor from 225 to 200.Price from 260 fuel to 250 fuel.
IR halftrack - From from 200 mp to 160 mp,25 fuel to 15 fuel to encourage more use.
Jagdpanzer IV -From 130 fuel to 120 fuel,so panther is not automatic choice.
Sturmtiger - From 560 mp to 500mp,from 160 fuel to 140 fuel.( i suspect it will still be useless
Schu mine - cost reduced from 25 muni to 20 muni.(Hope this encourages more mining earlygame from OKW along with volks shreck nerf,but muni cost reduction for more combined arms)
Breakthrough Doctrine:
Sturmoffizer - Cost reduced to 250 mp from 280mp.Less used after nerf,and can't get veterancy either.
Jagdtiger - Cost from 290 fuel to 270 fuel .Much weaker after nerf.
Luftwaffe Ground Forces :
Fallschirmjager - Not upto mark.High callin cost at 440 mp justified due to unique entry.But huge reinforce unjustified for maintenance thereafter especially when compared to paratroopers/shocks.Reinforce to 35 MP.
Flak emplacement cost - Main problem too easy to decrew due to 2 members.Either increase crew to 3 or decrease cost from 250 mp,10 fuel to 150 mp 10 fuel.
Elite Armor Doctrine:
Emergency repair - Repairing critical dmg only for 20 secs is not worth it for 50 muni,as crit dmg is usually engine and won't have that much time.Either needs to be like t-34/85 repair or less cost - 25 muni.
HEAT shells - Needs to be a passive ability that increases base penetration of tanks.This will allow pz 4Js to take on heavy armor without bouncing all the time and actually make this doctrine's battlegroup viable lategame.
Panzer 4 battlegroup - 210 fuel is too much with fuel cap.Especially when u need 110 munition per tank for upgrades.Should be 190 fuel for battlegroup.90 munition per tank upgrade.
Fortifications doctrine :
Change on flak emplacement as earlier.
Bunker and s-mine.Nobody uses it much.Add passive -5 munitions cost for schu mine on this ability.This will make schus spammable(15 muni) even with muni cap,and make fortifications more defensively powerful.
Scavenge Doctrine:
Thorough Scavenging -Lacklustre.Add ability-sturmpios can now use demo charge.
Unit wishlist -
Iconic 88 mm flak36 with rotatable emplacement.
Nebelwerfer 'screeming mimi' towed rocket launcher.
Hummel/Wespe SPG.
Overall i wanted OKW to be less spammy with MP cost increase in trucks and volks shreck nerf.KT slightly less immortal.Faction overall less powerful in large teamgames by fuel cache nerf.Wanted more variety.
I want to change vet 1 abilities for both soviet and wehr factions in many cases-
Teching costs-
T1-T2 - From 200 MP 45fuel to 100 mp 35 fuel.
T3-T4 - From 55 fuel to 45 fuel.
Grenadier - Vet 1 autoheal slowly.
Mg42 +10% suppression.
Units can't launch grenade while suppressed.Global change applied across all factions to prevent frontal suppressed units owning mgs.
Sniper -25% recieved accuracy for a bit more survivability.
Sdkfz221 armored car - HP from 200 to standard 340.Fix machine gun bug.Price from 210 mp and 15 fuel to 250 mp,20 fuel.
Sdkfz251 -Flame upgrade unlocked at t2.But after atleast one other unit has been built from t2 building.This way it won't be too late as in t3,not too early either.
Panzergrenadier - Recieved accuracy back to .25% -what it was for about a patch a while ago before it was renerfed 'for being a bug'.Vet 1 self heal.
or reinforce cost to 34 - same as shock troops.
Stug III - Price increase to 320 mp 100 fuel.Penetration increase 15%.Vet1 camoflage replace Target weak point.
Panzer4 - Price -5 fuel 120 fuel from 125.
Brummbarr -Price 140 fuel from 160 fuel.Replace TWP at vet 1 with barrage ability.
Panzerwerfer ability - Less scatter/more AOE to be more closer to katyusha in effectiveness.
S-mine field can be laid in pairs than all four together.
Factionwide -Main gun accuracy reduced when using blitz.
http://www.coh2.org/topic/28891/commander-overhaul-proposal
Ideas on commander overhaul.
Apart from this -Command tank should be 115 fuel instead of 125 fuel and 7 CP from 8cp to increase usage.
Lefh artillery -500mp from 600mp.3 more shells to land.
Elefant to 250 fuel from 260 fuel.
250 halftrack with pzgren from 55 fuel to 35 fuel.Halftrack costs 200 mp 30 fuel by itself(even though 250 has 240 hp compared to 320 for 251 and can't reinforce).Panzergrenadier squad seperate costs 340 mp.Total should cost 540 mp 30 fuel(even with track diff).Costs 20 mp and 25 fuel more.
Unit wishlist -
Hummel/Wespe.
Overall i tried to make wehrmacht earlygame especially vs usf more survivable by tech cost and t4 slightly more accesible.Other than that redundant units boosted to increase usage.
Global - Total popcap of russia -120 instead of 100 to represent massive size of red army.Useful in large team games.
Conscript - 1 DP LMG available for upgrade either fatre building t3 or t4,or universal upgrade from HQ..15% increased recieved accuracy when oorrah active.
Sniper -Sprint removed.
Penals- -15% recieved accuracy combat survival package upgrade available after t3 or t4 built for 60 mp each.Should give better late game survivability.
Maxim - Build time increased by 50% to deter spam.
T-34/76 - Reload time back to what it was during kv-1 'bug' before it was fixed.
OR
Vet 1 ability- 'Surround and overwhelm' - Penetration increased by 5% for every friendly tank nearby.Stacks upto 3 times for upto 15%.This will increase lategame viability.
OR
both with 5 fuel 20 mp cost increase.
SU-85 -vet 1 camoflage ability.
Guards Rifle - Buyback lost weapons.Vet1 - Camo when in cover with ambush attack bonus.
Or toggle PTRS with mosin nagants button.
ISU-152 - -10 fuel to 250 fuel in accordance with reduced power.
T-34/85 dual call in from 260 fuel to 270 fuel.
IS-2 - 350 armor from 375 armor (in accordance with KT nerf).Mp from 640 to 600.
Vet 1 -accuracy increased.
Other Doctrinal unit changes -
ml-20 howitzer.From 600 mp to 500 mp.
B-4.Vet 3 ability plus 50% dmg reduced to 20% dmg to prevent one shotting king tigers more or less.
m-42 45 mm gun.Base penetration increased 10%.
Vet1 penetration increased 15%
KV-2 mp cost from 640 to 500 mp.
Partisans - Presence of partisan in enemy sector reduces income.partisans can stay camoflaged while in green cover.This means they can hide behind enemy lines if unnoticed continue to drain his income/supply just like real life.
FHQ - needs sector to be captured or atleast neutral before conversion.
Unit Wishlist -
T-34/57 -Cheap tank similar to t-34/76 but with better AT oerformance but no real AI power.
Commissar
122 mm m-30 howitzer.
Sniper Ace(with ability to shoot top gunner)