Tried out the repair bunkers, but they seem bugged. Had 4 of them grouped together and timed how long it takes to fully repair a 1HP 251 Halftrack. It took just shy of two full minutes.
It appears that only 1 repair pio will actually repair something at a time, the remaining 2 run back to the bunker and take a nap. Also, from what I can tell other repair bunker pios will ignore a vehicle if it's already being repaired by another bunker.
It seems like their AI is that of a medic bunker, rather than other repair pios such as OKW's Mech Truck upgrade. |
Is it possible to make the Panzer Commander upgrade available for the ST? Would actually synergize well, especially if it is buffed to increase vet gain. |
You realize KV-2 AoE profile buff was exactly the same thing that happened to ISU and Brummbar? Wider aoe radius but less damage in center of AoE itself, it never meant to turn it into a wipe machine (and it didnt)
Also I'm pretty sure you dont need Elefant/JT to counter KV-2, it literally loses 1v1 against single Panther even after buff it's received, at JT you mentioned before can shoot through shot blockers.
Yes, and ISU/Brumbar are very strong units. You're just making my points for me now, thanks. I said Elephant/JT can counter ISU, not KV2.
Won't be discussing with you further until I see a playercard. |
Second: siege mode was not buffed in any way aside of AoE profie buff, KV-2 in siege mode behaves exactly as it did before buff, its normal tank mode that recieved buff in commander patch
"It wasn't buffed in any way BESIDES this buff that makes it potent vs infantry and team weapons"....nice logic.
This thing is going to be a nightmare to fight in team games; especially on campy maps like Poltawa or Moscow outskirts where it can safely sit behind shot blockers and control a VP.
ISU can be reasonably countered with an Elephant and JT. You'll need to dive for the KV2, which just needs 5 seconds to turn into a decent AT vehicle AND it can give AT Penals low PTRS CD and max sprint to satchel your tanks. Combine that with forward HQ buffs and you got some cancer stew cooking. |
Made some tests to Urban Defensive doctrine.
Guys, you represent a balance team so can you explain me and others why is that Forward HQ is so dirty cheap from what it does? Why doesn't it has CP requirement?
Can you imagine how deadly it can be in teamgames especially in certain maps.
It costs only 200 mp 25 fuel (buildable version) or 250mp 40 fuel to transform a house. It buffs near infantry, heal squads, you can reinforce (EVEN when terrytory is decapped).
There is no other forward HQ that is so cheap and gives so much in exchange. Any other faction has to upgrade healing, doesn't get any buffs to nearby units. No other faction can implemented such a strat so early on the battlefield where there isn't serious counter yet. Someone may say "but becouse it comes so early you lack of infantry present on the field". Yes but to kill it i have to get not 1 but at least 2 mortars or isg's to destroy it which also put a player behind in infantry present.
All above brings cancerous gameplay in teamgames which shouldn't be implemented. This commander wasn't used becouse other abilities were really weak. But now with better AT gun, insanly good KV (too good but that;s for another topic).
PLZ take it serious and consider giving it at least 2CP when match will be at stage where axis can pull counters to that stratigic build. Also at least test an upgrade for healing and bonuses to nearby units.
+1
It definitely needs a CP cost for the number of included perks it gives (reinforce, healing, and aura). |
-2cp panzer fussiliers
elite armored fighting units always have a support units like panzer grenadiers in this case the panzer fusiliers will fill the role as their already in OKW.
-2cp camouflage for the panzer II, panzer IV and JP4
they are tanks that have a low profile suitable for concealing in camo,l tanks must be stationary to activate camo and become immobile while in camo until deactivated.
-4cp heat rounds
-5cp Panzer commander upgrade
-10 or 12 cp Cmd panther, move sturmtiger to spec ops
Command panther makes more sense being in elite armred doc rather in spec ops.
The sturmtiger being in spec ops makes more sense as a special tank that is unique is apart of a doc that performs special operations.
I like it except for the camouflage ability. It's redundant and inferior to the P2 and JP4 vet 1 abilities.
|
If we're going to keep the LEFH for Overwatch, can we give it a better vet 5 ability? Maybe something like artillery flares, or a phosphorus/fire/airbust barrage that doesn't share a cooldown with the main barrage?
Short range direct fire abilities on artillery has never worked. |
I really just think the ST needs some ease of use changes to make it worth its cost/popcap. Replace the vet 1 ability with something actually useful like a recon flare similar to Soviet mortar/Panzerfuss, long range smoke (something similar to Shermans), or at least passive grenade throwing like Comets. The current 20 munition grenade ability is one of the worst in the game in my opinion, total waste of munitions in a commander that is munition ability heavy.
Then slash the vet requirements in half. It already rarely if ever reached vet 3+ when it could damage tanks, now that's next to impossible with the damage/range nerfs. No point in having 5 levels of vet if you can't reasonably attain them in a competitive match. |
I don't hate the idea of the 223 being used as a cache mid/late game, but the popcap would need to be super low. I just really hope this thing won't go the way of the cargo truck addition to the flame hetzer doctrine; interesting idea but in the end never really used.
What I really want to know is, why hasn't SturmTiger vet requirements received a reduction in any of these revamps? I think it's pretty universally agreed that the current requirements are much too high. Hell, give it a useful vet 1 ability while you're at it pretty please.
Oh and...Panzerfuss are too controversial, but super KV2 that also buffs soviet industry isn't? :thinking
|
Have the 223 work like Tank Hunter Sections used to (Signal Relay with a limited range but passive) and surely that's a buff?
You'd still be forcing an OKW player to spend MP/Fuel, and more importantly limited popcap, just to access signal relay which is honestly fine as-is in my opinion.
The ability that should be re-worked is the self-repair. Compare it with Soviet or Brit self-repair abilities and the flaws become obvious. Merge it with another commander ability or just straight up replace it with call-in infantry is my vote. |