I really don't know why the mod team wants to shove raid sections into mobile assault. It's too much doctrinal infantry in one doctrine, and its not like you can replace your mainlines with either at current CP setups.
Also, enough with the Thompsons on UKF please. For the love of god, give the raid section leader a sten with a new profile, or a stormtrooper mp40, or anything else. British forces rarely used the Thompson this late in the war (mainly down in Italy), and the Thompson is getting used way too much throughout the game IMO. There are historical references for British (well, Canadian) troops using stolen German automatic weaponry to supplement their own.
I think rifle grenades could have seen an addition to rifle company (swapping with RE flamers) as a passive upgrade to riflemen, that allows them to shoot rifle grenades equivalent to Wehrmacht ones. Would have made more sense thematically for both doctrines IMO.
Not a new bug (it is in live), but I wanted to bring it to the balance team's attention so it could hopefully make its way into the commander patch. Zeroing artillery from OKW does not show a minimap circle of effect when cast (at least not to enemies). All other abilities that target an area and are reactive (anti-tank overwatch, strafing loiters) do so.
Raid sections should not be in the same doctrine as infiltration commandos. Its just odd to have 2x doctrinal infantry in the same doctrine.
I would remove infiltration commandos period. Then, I would make a new unit "support commandos," which are a 4 man squad equipped with ranger m1 garands (maybe buff the riles a little if needed.) This squad could be upgraded with 2x elite vickers lmg or 1x scoped lee enfield/ m1c rifle (with crit ability equivalent to that of Jaeger light infantry). Theses support commandos could be built from commando gliders, or be available as a new unit in mobile assault. If they are kept in mobile assault, I would make raid sections a nondoctrinal upgrade for IS that are mutually exclusive with the pyro supplies and the medical kits.
Infiltration commandos as current are a boring unit. They are commandos, except without the glider. They suck as infiltration units, because they don't have enough HP to do anything behind enemy lines, so they are typically deployed from the base. They need a rework bad, or to be removed now that raid sections are in as a new unit.
I would like to see the M10 in Armor Company swapped with the M4A376(W) in Mechanized Company if for no other reason than doctrine flavor. It makes more sense for the dedicated upgunned version of the Sherman to be in the armored doctrine, and the mobile AT unit to be in mechanized. (I know this is technically a nerf for mechanized, but I think the M10 could stand to have a couple changes too).
I also do like the idea to put assault engineers in Urban Assault, but I think the rangers should move to infantry company (replacing the mortar HT most likely). This would add a new combo, with ranger lmgs. If it is too strong, a similar nerf like with riflemen can be applied to the rangers with lmgs.
Soviet Industry feels... weird currently. In my opinion, it does not really fit the theme of Soviet Industrial might as expected.
The abilities within it are confused, and though some of the changes from this patch are nice, the doctrine is still lacking in my opinion. Here are my proposals:
0CP - KV8: This ability does not fit this commander at all in my opinion. When people think of the mass produced tanks of the Soviet Union, they do not think of the KV8. I would swap this with the T34/85. Another idea I had, would be a "new" unit.
Reserve Armor You may produce "expedited" T34/76s from the tankoviy battalion command. These T34s have worse accuracy, worse armor, and less health than standard T34s, but make up for the cut corners with cheaper costs and faster production. The models could be forced to spawn with none of the little addons the regular T34 gets, except the boxy vents at the back to represent older models.
3CP - Repair Station: This ability is thematic and fine in my opinion.
3CP (or whatever) - Zis 6 Supply Truck: A welcome change that fixes one of the most inconsistent abilities in the game. Fine as is.
6CP (or whatever) - Recon Overflight: This ability does not fit at all in the doctrine in my opinion. Recon overflights fit commanders which represent planning for a battle, or assaults. I would replace with Conscript PPSH upgrade package, or with a new global activated ability that focuses on use of armor.
Deep Battle: 7 CP, 50 fu cost. Soviet vanguards advance deep into enemy territory, avoiding and encircling enemy strongpoints. All soviet vehicles move faster out of combat, and can detect vehicles and structures in the fog of war within 60 range. 30 second duration.
Desantiki Tactics 7CP, 100 mu cost. The Soviets quickly learned the value of keeping infantry with their armor, to the point where they dedicated battalions of men explicitly to ride upon their tanks and fight alongside their armored brethren. Player owned line infantry within range 20 of friendly armor gains a small speed boost, and can detect mines in range 30 (like how radio intercept used to work for mines) for the duration of the ability. These mines are still considered cloaked, so running over them would still cause them to go off. 30 second duration.
-This could also become a new unit (called Tankodesantiki), which is armed with PPSHs (but only a 5 man squad a la cavalry rifles.) They get the combined arms passive ability pgrens have.
12CP - KV2: The unique unit of this doctrine, and the original unit that came with Soviet Industry. I do not think it fits in this doctrine, but unfortunately I do not think it can be changed.
Of the top of my head, its sth like 10-15% accuracy and -10% rec acc per crate, something like that, last between 30 and 60 seconds.
Healing in combat was removed, but stat buffs remained untouched.
Edit: Found it:
Thanks! Did not realize it stacked. Will have to give that a try. Seems a bit much if that is for each crate, but I dunno.
Does Ostheer really need more doctrines with heavy tanks? I feel there are far more interesting units or abilities Ostheer could get than another heavy tank doctrine.
The current changes seems similar to something I suggested a few weeks ago. The idea of the ability is to allow the player to make a sustained push/ defense with halftrack or bunker resupply. I do think 90 munitions may be a little too much for the ability as is.
Just writing this to counter the idea that the reworked abilities are counterintuitive. They may be too situational, but they aren't necessarily counterintuitive.