Ding, ding, ding!
Yes please
Posts: 4314 | Subs: 7
Posts: 87
Posts: 2636 | Subs: 17
I'll provide feedback for the brit commando doctrine, since no one has already.
Smoke raid operation:
I actually love this ability but it is a little tough to actually coordinate the push. For those unaware, what this ability does it for each infantry unit (+ support weapons too? Don't remember.) in friendly territory it drops a smoke pot on the unit. Units inside will cloak (including support weapons) and have commando like camo briefly. Points will be neutralized faster.
It might be helpful to for this ability to either dictate where the smoke is being dropped so that I can plan around it; it's simply too much to keep track of when you have lots of units moving around. I suggest something similar to the tactical support scavenge royal engineer call in, where it highlights on the minimap where the wrecks are, or something similar to that effect.
Another suggestion is to have smoke drop on the borders of a neutral territory (enemy if you find this too powerful) and a friendly connected territory, which will help the ability be more consistent.
Assault:
This ability is iffy for me. What this does is a slew of recon planes will sweep the area and infantry sections only will be on sprint and have an accuracy buff. Having sprinting infantry sections sound nice, but being unable to fire on the move can make the whole assault theme of this ability more like "find cover for the infantry sections" theme.
I'd suggest giving the ability to have infantry sections fire on the move, with the caveat of reducing the sprint just a little bit, disallowing weapons to be able to be fired on the move, and reducing the assault munitions just a tad bit.
Commando Insertion:
The main complaint of this is that one would think that the commando doctrine is less commando-y than the vanguard doctrine. To get one commando you would need 500 mp from the commando doctrine, while to get one commando from vanguard, you would need 890 mp but you get the airlanding officer + forward retreat point, which is worth the difference imo. The difference in mp shrinks if you want to build more commandos.
However, I like the aggressive aspect of the commando insertion, but it's worth while to facilitate a change to bring the commando aspect into the commando doctrine. Leave the insertion as is, but if the player decides to call in the glider defensively, within friendly territory, give a possible upgrade to the glider to allow it to build more commandos. It can only build commandos only when in friendly territory. To maintain the flavor of vanguard, the upgraded commando insertion glider should not be able to have a forward retreat point.
Mortar Cover:
Good ability. Only issue is with this ability is being sector dependent. Wildly op on some sectors, wildly up on others. Maybe area of effect circle should be used? I'm not 100% on how this should be changed.
Air Supremacy:
Pretty useless in 1s, very powerful in team games. However I think it should be changed thematically (and this is also conditioned that the schwere truck has the AA toggle mode, otherwise this ability would be useless against multiple okws). Have a recon plane enter first, then a few seconds later a strafing machine gun plane, a few seconds after that a bombing run plane (I'd recommend it to do damage equivalent to 75% HP of an OKW base truck, just to incentivize people to push in conjunction with air supremacy.). Reduce the munitions for this ability, I think anywhere from 200-250 would be a good price point.
Posts: 62
Abilities that don't require vehicles (due to skins) or voicelines should be ok.
Posts: 2636 | Subs: 17
Is it possible to change Sector Arty into an ability that's not sector dependent and given a radius so it be used more offensively?? Abilities that are locked to sectors are really terrible in this game since they're only viable options on certain maps. I mean relic changed the command p4 to a radius aura way back in the day to make it more useful. The idea that a 200 Munition sector denying ability is useful is weird to me as a viable strategy except in extreme situations where you need to hold on to that last VP.
Posts: 4314 | Subs: 7
...
Posts: 62
That would work; only if relic allows it though. Unfortunately sector artillery is not part of either Ostruppen or Jaeger Infantry commanders, which are the commanders the community voted for.
Posts: 3053
If you ask me it's the other way around. I would say that mortar cover is an extremely underrated ability.
Even if you split them, though, that leaves you with one slot open; in that case what would the Commando Doctrine need that fits the theme?
Posts: 203 | Subs: 2
Commandos Doctrine is a very solid commander when it works, except for the fact that the glider is so expensive
and comes with a 4-minute cooldown (probably the longest cooldown in the game, currently?)
The doctrine is, situational however, since most of its abilities either only operate on a sector-level, or they only benefit specific squads (e.g., smoke raid only really helps commandos, and assault only really helps tommies).
Out of all commanders in the game, assuming that the abilities become individually useful and balanced with respect to one another, it's probably the commander that would be the most interesting to play with global cooldown on all abilities (like UKF faction conception)
It would be interesting to try giving hold fire to all units, but limit stealth (i.e., make it so that you require cover).
The version of smoke raid I would be more inclined to try is targeting a particular location which causes smoke to start dropping in a big radius around that point. The ability could definitely drop yellow-cover smoke to allow units to stealth to the objective; then we could experiment with vision obscuring and shot-blocking smoke.
The benefit of having this version of the ability is that you can have a doctrine focussed around sneaky assaults. However, don't think it's interesting to keep the stealth-anywhere behaviour of current smoke raid.
Sprinting Tommies are amazing. Tommies never hit anything when they move in the first place. You can use sprint to relocate to cover, dodge grenades, or even kite enemies (with 60 secs duration, there's no rush). Assault is also probably the only reason you would ever want to tech Brit grenades. Try it; it's seriously scary and fun!
One of the downers of the ability is that it only affects infantry sections, and that kind of forces unit composition to go a particular way. This makes the doctrine restrict your playstyle than enhance it.
I would make the insertion super-cheap; like 390MP, and also allow the glider to reinforce even in enemy territory. Thus, you can use the insertion operation to support an infantry operation to the frontline (since you don't have a halftrack if you picked the doctrine).
The cooldown should, of course become reasonable since 4 minutes is insane.
I am personally against the idea of allowing commandos to spawn from the glider to force players to use the glider offensively and to keep it more unique from Vanguard doctrine.
Posts: 328
Posts: 422 | Subs: 2
-new ability Tank Ambush Tactics: toggle ability for T-34, Su-76 and Su-85, when active tank will camouflaged, immobilased + first strike bonus
Ding, ding, ding!
Posts: 133
Posts: 4314 | Subs: 7
I think it's better give them an attack/def upgrades
Merge usual guard and assault guard, starts with no weapons (rifles + AI grenade)
Assault package: 2 PPSh, 4 SVT, AI grenade, AT grenade + vet1 Oorah!
Defensive package: 2 PTRS, 2 DP, AI grenade, Vehicle Button + vet1 Recon mode (like T-70 but 360°)
Posts: 42
How about something like triangulation equipment in coh1? Intelligence is extremely important for commando so I think a camouflage equipment that can reveal unit on mini-map within an area is welcome.
Posts: 2636 | Subs: 17
Here are my thoughts on the Soviet Tank Hunter Tactics
Make Salvage a passive ability
Merge PTRS + AT Grenade Assault (grenades locked behind upgrade)
Replace? mines with Tank Traps (Smaller and more practical Soviet green cover for use on points!)
Add Mark Target
Add AT Gun Ambush Camo (improve it with first strike)
PTAB Strike remains as is.
I feel like utilizing AT Gun Ambush Camo within the commander and giving a similar first strike bonus to the AT Gun Ambush Camo not only accomplishes more or less the same thing but also makes use of and improves upon an existing, underwhelming ability that is shared across multiple commanders. Thoughts?
I agree with the hold fire, but frankly coordinating a push while using smoke raid is really hectic. Also interesting tidbit about how strong the camo is, it should be scaled down but cover only camo might hamper any aggressive plays. Maybe something like the ostheer sniper cloak? (or whatever is slightly weaker than the commando camo)
Also make the radius of the smoke large enough, because currently smoke raid is like a stimulus overload for the enemy - smoke dropping everywhere, camo units appearing from nowhere, fake and real smoke (now that I know that exists, though it would be nice to tell which is which). It would be nice to keep that type of stimulus overload with the rework because it's an interesting concept.
Sprint tommies are nice, but when using them it's not like they are meant to be in your face so to say, unlike commandos or royal engis. So it feels really weird when the ability called assault is really to try to find cover for infantry sections. (Teching nades will work but commando doctrine is currently fairly munitions heavy, which is why I won't tech for it if I plan to use other abilities).
I actually like the current implementation of commando insertion (force spawn commandos at any place is powerful). I see where other people are coming from by wanting to build commandos from the glider, but I think the forward reinforce plane even in unfriendly territory is a good buff. That being said, keeping it at 500mp would be ok or reducing it just a tad bit. Forward reinforce can be a powerful tool.
Posts: 4630 | Subs: 2
Posts: 609
Posts: 320
Posts: 851 | Subs: 1
Didn't know Osttruppen is underused commader...
Nevertheless, I would like to see some improvemnet for Railway arty:
- remove flares, increase sound effect (adjust impact time accordingly). It's kinda stupid to use flares for a arty. I mean, pilot sees flares, gunner on the railway gun doesn't, huh?
- remove officer (anyone has ever used it?) and put Command PzIV. It would work quite well with Osttruppen.
Posts: 23
57 | |||||
35 | |||||
18 | |||||
12 | |||||
6 | |||||
2 | |||||
15 | |||||
9 | |||||
4 | |||||
2 |