Looking at the USF and OKW armies it's easy to tell they were balanced with each other in mind. OKW can put helpful support buildings where they want, but it can easily be punished by the USF's punishing artillery and base rape options.
Conversely speaking, OKW has the Walking Stuka, that support gun thing, and the IR half track- Jaegers and Falksjimjager can spawn in buildings. All these things are especially well suited to taking down targets of high value, like officers. It seems to me that at one point USF officers had a purpose beyond capping and eating Manpower, and then Relic decided "nah."
Now, it's clear that the USF faction is the worst ingame, largely in part due to an overpriced economy that bleeds mad MP, and also due to Rifles scaling horribly into the late game. I think that a good way of improving the USF is giving officers a deeper, more tactical role that emphasizes Relics philosophy of Risk vs Reward.
So, here goes.
LIEUTENANT
4 man squad
350 MP
Abilities:
Vet 0- thrown smoke grenade
Vet 1- Rapid fire, basically improves fire rate by 25% of all infantry around him for 30 munitions.
Vet 2-rapid fire is buffed, also Lieutenant can sprint now.
Vet 3- sticky bomb with poor range is unlocked for 60 munitions. This to me sums up risk vs reward perfectly; risk your vet 3 officer who boosts the DPS on your Rifles to destroy an unit vehicle or building. If it's a suicide mission, your Rifles will have a harder time and you just lost a big damage increaser. If he survives, congrats.
Basically, I see the Lieutenant as a way of increasing the viability of Riflemen in the mid to late game while also increasing depth. If this goes through a Flak Track price nerf may be in order.
CAPTAIN
4 men
320 men
Abilities:
Vet 0- focus production is fine.
Vet 1- remove "on me." Add " supply focus". Basically, this ability would render the Captain inert; think of HTD, or Defensive Stance. What the ability would do is decrease the munitions cost of abilities, of units, around the Captain. This would really improve the USF Munis situation while also adding risk: the enemy could kill an unprotected Captain, and bam. There goes your discount.
Vet 2- now give the Captain a "scout" ability that encourages him to be on the frontline. Let him see the enemy through walls and such, but keep the range short.
Vet 3- maybe a buff to all the Captains abilities.
What I'm trying to do with Cap here is make him extremely good at saving the USF resources, albeit with a high risk of death if not protected. Losing the Captain in the Mid game would mean you couldn't churn out tanks later; in the late game, you would have to decide on keeping him home and focusing production, or devoting him to frontline duty and saving you munitions- albeit with high risk of death.
One more thing: remove the Bazooka and BAR from the officers.
This was quite ambitious for a first post, so thanks for reading. Discuss, plox. |