1- Sector abilities tends to either be focus around the flag position or through the sector zone. In either case, the area of effect is way smaller than AC (arty cover) and you are limited to a specific region.
Sector abilities tend to be stronger due to this in comparison to pinpoint abilities.
Circle area offmaps have either a way SMALLER AoE, are either weaker or have a strong RNG component on them.
2- The "current" OP part is either the AI capabilities, mostly cause it's GG for any support weapons which can't retreat or the range of the ability combined with it's duration.
Right now it does TOO MANY THINGS WELL in comparison to ALL OTHER OFFMAPS in the game.
-It doesn't have restrictions to zone casting in comparison to it's power level (Sector arty, Assault arty, Close the pocket)
-Arrival/Landing/Ramping is too fast (Air superiority, Sector assault, Zeroing, Scavenge arty)
-It's both AI and AT
-It can't be denied in comparison to planes.
-Duration and range (AoE)
-It's pinpoint accurate
Instead of nerfing it to be equal as other offmaps, i think that limiting it's access/casting is better, specially if this helps the other ability (FoP) to be more useable.
Why would it? It only "tracks" enemy vehicles. I'm not saying that the center of the ability should cast on top of the command vehicle btw, just that instead of free will casting on any part of the map, you must do it from a nearby casting unit/building.
Gotcha, I saw the diagram in the next post and was a little confused.
Before addressing the elephant on the room (arty cover), i'll give a brief description of the whole commander.
2CP: Designate command vehicle. Currently on LIVE, it's been use as one of the ez ways to get constant vision. For the late game, this proves useful for the use of offmaps.
Mostly addressed with WBP (although the design of the ability still should be changed and the recon should cost muni)
4CP: Field Recovery Op. (2RE with scavenge kit)
450mp for 2RE with sweepers and scavenge kit. They are similar to Tank hunter (SU) scavenge kit rather than OKW one.
To make "justice" to the other thread: https://www.youtube.com/watch?v=GulOHolWYpc&feature=youtu.be&t=9482
The problem is not the resource gained, the issue is having the sweeper kit not taking a weapon slot. You can still double equipped them with PIATS/Brens (the later till WBP arrives)
4CP: Air resupply Operation.
150muni for AT gun + MG + medkit. Or how the airborne doctrine/air drop from USF should had been (muni instead of mp).
10CP: Artillery Cover
250muni for OP ability. https://www.youtube.com/watch?v=GulOHolWYpc&feature=youtu.be&t=9256 DISCLAIMER:
-The ability no longer blinds/jam turrets nor crits engines on vehicles. It "injures" the loader. You might ask wtf is this, well it debuffs the reload time (2x). -You need LOS to keep attacking the units (GG no smoke with OKW)
-It's still broken against infantry, specially support weapons since it suppress/pins you.
Regarding the vid:
I'll go back into this ability later.
For 99% of the playerbase this is the complete roster of abilities. But trust me, there's a 5th one.
10CP: Forward Observation Post
Call in Close-Air-Support strafes, as well as recon runs, smoke artillery support, and high-explosive artillery. Cost 300mp/60f. With that cost, limited to environment buildings which can't be repaired and having subpar abilities in comparison to IWIN button, who the hell will bother with it.
Personal baked solution to both problems:
FOP:
-Reduce cost to 200mp 30f (values may change but this is just to give an ex)
-Let it be built on Forward assemblies
Artillery Cover:
1
-Now it's casted from the FoP
-It could be limited (or not) to the range of the FOP casting range. This would made it a more defensive tool rather than IWIN push ability.
2
-Let it be casted from FoP and/or Command vehicle
-Ability get's canceled if the unit/building get's destroyed
-Command vehicle casting the ability must remain immobile during the duration of the skill
Close air support/artillery: -In case we opt for going just with FoP changes and not command vehicle, either of this abilities replaces Arty cover on the normal 5 commander abilities.
So would the Arty cover damage the command vehicle?