I'd rather have balanced vet bonuses that are reasonably obtained rather than OP bonuses rarely obtained.
It's something OKW used to have, like the old Command Panther aura affecting infantry, that was GG right there.
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I'd rather have balanced vet bonuses that are reasonably obtained rather than OP bonuses rarely obtained.
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Not really and amazing veterancy bonuses are not that important if the chance to actually get them is 0.1%.
JLIR need a grenade at vet 0 possibly the Blendkörper, veterancy overhaul, faster reinforcement speed (and lower reinforcement cost if I remember correctly.)
Available to be built from T0 unlocked at first truck at 250 and to be spawned at CP 1 with a cost of 260.
Maybe Pop down to 7(?) since pathfinders have 6.
In addition thorough salvage speed needs to go down it currently too risky to attempt it.
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The sturmtiger being something equivalent to a self propelled B4 arti really wouldn't be too crazy, especially since you can only troll with b4s anyway and usually only by having multiples.
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You are overlooking one major thing, they are supposed to be OKW sniper squad, not replacement for volks and grens wana-be.
They do not need nade at vet0 at all nor faster reinforcement, given the bleed they can inflict even alone thanks to sniper crit.
Pathfinders are also much less effective with their sniper crit, so both cost and pop for JLI should be kept higher to account for that.
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I am not overlooking anything, JLIR are the equivalent of Pathfinders. PLS cut down on the personal remarks.
Yes they do need grenades else they will simply be overun by any squad since the scoped rifle is not efficient in close range.
Reinforcement speed is irreverent to the bleed a unit can inflict, and in the case of JLIR it is simply a remnant of the their old cost.
Pathfinder have 2 scopes rifles not 1 and their scoped weapons have excellent synergy with BAR that scatter shots especially vs squads with less entities. They easily get to vet 3.
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JLI definitely do not need grenades. They are a scout unit that excel at long range, not to get in close and lob grenades, your general infantry have that job.
Price/performance between pathfinders and JLI like I said is getting out of whack. Pathfinders are 290mp and new JLI are 250mp.
JLI do take longer to vet up through but they are capable of taking vet 3 pathfinders when only vet 2 (without sniper upgrade).
If the argument is they can be equipped with bars, I'll remind you they are ment to Excel at range. If I wanted to equip units with bars, I'll just go riflemen.
Look beside vetterancy requirements being higher, JLI are just becoming blantently superior to pathfinders and I just hate seeing units that are similar become so different in cost/performance.
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I came back from the dead just to add:
I really hope we can find some way to get withdraw and refit back into US mechanized. Used to be the best part of that doctrine. Really added a new play-style to USF.
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The grenades is there to protect them from being overrun
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I think they should not get grenades for this exact reason, so they can be countered. Besides, they are meant to be a second-line support squad to mainline infantry anyway so there should be other infantry around to stop charges. And there's already the infiltration nades in Scavange.
Give them grenades and people will start spamming them (again) as mainline infantry.
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[0 CP] 221 / 223
- I think the cost should be slightly adjusted to 200MP/20FU, in comparison to OST's 222 (200MP/30FU). 223 upgrade can be increased to 120MP/10FU to keep total cost for the mobile cache the same.
- Partly based on its limited use during the tourney, I think it currently comes onto the field a bit late for what it can do (as 221). I would propose to test it with the requirement moved down to having an SWS truck built, rather than an HQ set up. This should put its deployment time down by 2-3 minutes and give it a bit of shock value. Makes players choose between teching or fighting power. If this is too early for USF/UKF to deal with it, armor could be lowered and the 223 upgrade could act like armored skirts (historically earlier models of 221 had less armor).
- The ability to engage aircraft would be nice. Could be considered for vet4 to replace the durability bonus that isn't incredibly useful.
[4 CP] Emergency Repairs
- All good now.
[5 CP] Panzer Commander
- Good overhaul, ability is really useful now and definitely worth the trade with pintle mount.
- While the current implementation of the PC's Artillery Barrage is very useful, it does devastating damage against tanks because it is so concentrated. See https://www.coh2.org/topic/82569/commander-revamp-patch-bug-list/post/699991. Would propose to spread out shells a bit more.
[7 CP] HEAT Shells
- All good.
[11 CP] Sturmtiger
- Please consider removing light cover collision from the rocket. This unit is already very micro heavy and clumsy to use, and after going through all the trouble of manually reloading and planning the next attack it's very annoying when the rocket detonates prematurely just because there was a small bush or fence in the way. If this isn't possible, decrease the random scatter a bit so avoiding cover with the shot is actually in the player's control.
- I think the limit of 1 shared with King Tiger is something that wasn't needed. These units serve completely different roles and do not supplement each other like the Command Panther would. I would like to see this limit removed.
[0 CP] Early Warning and Forward Receivers
- Good thing to have merged these with Goliath to open up another slot. Doesn't need any changes.
- One suggestion: allow infantry to plant the flag flares (for free?) on friendly flags that are not capped by the Overwatch player. This would encourage more teamwork in team games and make this doctrinal ability more useful there. Having to do it manually with squads would be a significant micro / combat power tax.
[1 CP] Jaeger Light Infantry (JLI)
- Awesome change to 1 CP, they will be much more easy to integrate into build orders.
- Please take a look at their veterancy requirements. They seem incredibly high, it takes ages to get them even past vet 2. Could be lowered by 25-33% I think.
- There is somewhat of an issue with their weapon slots as the Scoped Gewehr 43 doesn't count as one. They can pick up 2 dropped weapons besides the Gew43 and it doesn't switch over to the last two models if they have picked up weaons.
[2 CP] For the Fatherland
- Can't say much about this ability, seems to be fine for what it does.
[8 CP] LeFH 18
- LeFH 18 is an odd adition to the doctrine. It doesn't make it particularily attractive to choose. If one wants LeFH 18, Defensive Doctrine is generally the better choice.
- Its new vet5 ability "aimed shot" is very lackluster. Needs to be replaced by something else. If it's possible I would replace this with an 'Overwatch' ability that automatically targets enemies in an area designated by the player. This would work similar to the overwatch ability of the 25 pounders in vCoH (see picture below). Use airburst shells for dramatic effect.
- Personally, I would like to see this slot replaced by the Jagdtiger. It seemed a very popular idea among the community.
- Giving Overwatch the Jagdtiger would give the doctrine the significant boost it needs with a high power unit at the end. Would synergise well with JLI and Early Warning for sight.
- This would also open up a chance to tweak the Jagdtiger a bit to make it less powerful but more practical to use. Firepower and mobility down to Elefant levels, removing the (quite ridiculous frankly) engine upgrade. Cost down a bit.
[10 CP] Sector Assault
- This ability is still pretty random. I don't really know what can be done about it to make it better.
- I do like how it opens up a forced choice where to spend munitions and it counteracts the Goliaths.
- Some ideas to improve it: add a second strafe plane. Maybe add spotting to the strafe planes. Turn the random bombing into a pattern (like Air Supremacy) although this would make it much less unique.
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Here's an updated overview of all my feedback on the OKW commanders.
Partly based on the usage in the tourney. Updated for 1.8.
Once again I'd like to thank the team for a great job so far and for the community approach.
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Well I've just seen NKVD Anti-tank overwatch in action. A snared KT reversing is completely undamaged, for a 200 munitions. I guess I have to take my words on booby trap back, NKVD got even bigger waste of munitions this patch AND lost one of the best infantry area denials in game in process
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Maybe try to give some constructive feedback for once instead of just pointlessly whining about everything. Do you think anyone of the team is going to take your complaints serious if you present them like this?
So the tracking of the ability doesn't work well yet. Moving targets do not get hit, so the ability should be tweaked to deal more damage to moving vehicles before they leave the area. Damage against stationary targets is fine though, could kill a King Tiger two times over.
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Just remove the crane reload crap, the SturmTiger could carry at least 5 shells in the casamate ammo rack before having to refill.
Then high damage + suppression can make some sense.
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If you actually had any clue, you would be aware the crane was mandatory to load shell to barrel from said ammo rack.
It was too heavy to do it manually.
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