played a couple games-
-command pgren squad uses arty officer icon on command bar + named jaeger light inf
-reinforce at 37 is a bit of a hidden knife. not sure if it's too high, it does bleed a lot.
-but they can turn into a 5 man sprinting, stealth double shreck squad, which is also quite nuts. have yet to try this ingame though.
Implementing EFA revamp changes turned out to be an even greater hassle than originally anticipated. Hours turned into days, and we figured it would be more productive to get a first, working version out for players to try, while we hammer out UI. The same goes for British Revamp.
-osttruppen LMGs don't seem as weak as the 50% penalty would imply (ingame they were ripping through vetted USF inf)
-suspect that the 50% acc penalty doesn't translate to 50% lower dps, probably something along the lines of base acc with vet being high enough at some ranges
We'll investigate. It's possible that the penalty doesn't apply properly.
-tier locking upgrades for them is a nice concept
-concern regarding osttruppen balance not within osttruppen commander but from lightning war- reserve army spamming (though there is quite a lot of opportunity cost unless muni control is substantial - mass upgrading LMGs + nonstop reserve army precludes the use of stuka CAS). need closer games to see if this is an issue.
Both Relief Infantry and Rapid Conscription are possibly broken OP in DBP. Nobody cared about conscripts in live; now they're better. Relief Infantry requires too few losses to spawn ostruppen. Both also last way too long. They force the enemy player to either cede complete map control or have to face 2-3 new squads.
-opinion -try out different weapon packages rather than lmg42. lmg42 osttruppen are more or less grenadier v0.75 and fill the same niche. (6x?) mp40s would be far more interesting, less problematic balance-wise, and round out the ostheer complement more. If it doesn't clutter gameplay too much, mp40s could be unlocked at BP2 and LMG42 (or something else) at BP3.
Ideally the officer should be there to cover basic close-combat needs. MP40 sounds like an interesting proposition. The problem, though, is that Ostruppen drop like flies out of cover, so moving aggressively won't help them.
-tank hunter conscripts are pretty fun to use
-loss of molotovs is pretty major, since they basically can't fight anything once upgraded now. i understand the logic (not good to mass upgrade, just grab one or two as specialized squads) but it's a little annoying
In order to add hold fire (for camo), AT assault and detection we had to drop an equal amount of abilities. If you believe some of them are redundant, we can keep them out and re-add molotovs.
-loss of regular AT nades is strange since the AT volley is not a straight upgrade
-AT volley is very strong with cloak though.
We can probably fix the downgrade aspect by giving a lower minimum aim time for AT nade assault. That way you deal equal-or-greater damage than normal nades before the tank can run out of range.
Currently, conscripts have a crappy version of cloak with detection radius equal to 10 (live version JP4). Snipers et al have a detection radius of 5.
-would be nice to give ptrs penals with that doctrine something so they aren't eclipsed entirely- maybe the same cloak, or maybe even moving cloak (!)
We're open for suggestions!
Penals should probably be given a role to keep more options open for the doctrine. Currently the doctrine nudges you rather strongly to go for T2 (for camo AT guns). So, it would be nice to have a counter-point.
-hulldown cloaking tanks
-the bushes are visible by enemy through FOW, which is probably unintentional but something i think should stay
-don't think the +20% damage should stay- it just makes the first shot very RNG (two t34s can burst almost 400 damage, or bounce and do nothing which they still do a lot even with the +20% pen). i suggest either deflection dmg for shot out of cloak (if possible) or more pen instead to make it more consistent
-time to cloak after firing seems a bit janky. sometimes it cloaks really fast, sometimes it seems to take forever. Possibly linked to firing as it enters hulldown.
The ability spawns a small hull down deformation where the tank is planted. The longer the match goes, the more difficult it becomes to spot options. Bushes-in-FoW we can fix. I've only tried ambushing once vs Ulare, but that probably doesn't count, since I didn't warn him that any of this was part of the doctrine changes. Maybe he'll be more careful next time!
We can also alternatively make bushes appear at a distance further than the tank itself.
We're already planning on removing damage. It turns out that tanks deal a crapton of damage vs advancing infantry too, and that could be frustrating to play against.
The requirements for cloaking are 10 seconds out of combat, iirc. Detection radius for cloaked tanks is 20 (equal to live-version luchs).
Hull/coaxial MGs will automatically cease firing the moment the tank becomes stealthed.
-manpower + fuel emplacements
-manpower being the more valuable resource, this is a pretty big buff
-ML20 was OP as hell with the new costing in FBP. suspect same here in DBP with the buff-nerf to more shells / better mid AOE
There's also the scatter in-fow aspect. One of the primary reasons howitzers became obnoxious in FBP was because you could always reliably aim them at the enemy's base to score some low-effort wipes on retreating units.
-ISU
-reliable now, maybe too reliable? needs more testing probably
-consistent 120 dmg deflect on HE shots is a very big buff
The deflect damage is only on AP rounds; the tank can't fire while moving/rotating.
-guards
-i'm not sure how useful hit the dirt is- same issue as cons hit the dirt, you just eat rifle nades / flame nades. real utility here seems to grab a few extra shots with the ptrs using the bonus range to secure light vehicle kills
Guards can break hit the dirt almost instantly; so it's not as much of a double-edged sword as the conscript version. At the same time, they need to lay down for sometime before they gain the bonuses too.