Its main problem is everything in it needs munitions to function. Raid Tactics and Cluster Bombs are munitions abilities, I&R Pathfinders' main strength is their expensive artillery call-in, Airdropped Combat Group needs 80 munitions just to deploy and then another 100-odd munitions to upgrade the Paratroopers, and the Greyhound needs its .50 cal and Canister Shot to do its job.
So here's what I've got.
- Raid Tactics
- This ability is one of the awkward frankenabilities DBP made when the DBP's design team refused to remove anything. That philosophy gave us old Mechanized, the only commander to get a second revamp.
The solution's pretty simple: turn it into a normal Raid ability. It gives light vehicles passive capping like the WC51 and Kubel. Push it up to CP5 so that doesn't translate into a ton of easy map control early on.
- This ability is one of the awkward frankenabilities DBP made when the DBP's design team refused to remove anything. That philosophy gave us old Mechanized, the only commander to get a second revamp.
- I&R Pathfinders
- Move them to CP0. If Pathfinders are okay at CP0, the weaker I&R Pathfinders probably are too.
- Airdropped Combat Group
- Remove the munitions cost and AT gun drop. Maybe just replace it with the normal Airborne call-in. The bundled AT gun is more a restriction than a godsend with the new USF tech structure.
Possibly add the Airborne AT package to normal Airborne as a third upgrade path. It's not like it gets picked much anyway.
- Remove the munitions cost and AT gun drop. Maybe just replace it with the normal Airborne call-in. The bundled AT gun is more a restriction than a godsend with the new USF tech structure.
- M8 Greyhound
- Pretty much everything about this unit works but the timing. With its low gun damage, it's no more spammable than the Luchs and the need to upgrade its .50 cal to function properly serves as a second soft limiter on how many you can build. However, at CP5 it's competing with the Sherman, a contest it won't win.
Solution? Tie it to tech. If two unlocks is too fast for the USF Luchs, make it two officers.
- Pretty much everything about this unit works but the timing. With its low gun damage, it's no more spammable than the Luchs and the need to upgrade its .50 cal to function properly serves as a second soft limiter on how many you can build. However, at CP5 it's competing with the Sherman, a contest it won't win.