We all know that there are more than enough commanders that are pretty much useless, too situational, complained to uselessness, ect. But enough about the past (mostly). We need to fix this mess, or at the very least give some much needed light.
All but of the ideas given are specifically targeted to buffing, merging, adding, and improving unused commanders abilities and units.
And Oh Boy! more Text Walls incoming!
Most of these changes were implemented in a mod by Svanh
Here
SOVIETS
Tank Traps, PMD6 Anti Personnel Mines, and PMD6M Anti Light Tank Mines
Affects: Tank Hunter Tactics and Defensive Tactics
- Merged together into one ability: Field Defenses
2CP: Field Defenses
(Allows Conscripts and Combat Engineers to build cheap and quick to place anti-personnel and vehicle disabling mines, Combat Engineers can also build tank traps.)
(Why can OKW can build tank traps, flak emplacements, and Trenches in one ability, while the Soviets have to waste 2 separate slots for mines and traps? It merging time)
Hold the Line! (From Unused Not Step Back Tactics)
Affects: Defensive Tactics
- Added to Defensive Tactics
(Can be balanced anyway you want, but it's a great defensive-esque ability for a supposed defensive commander)
Commissar (From Unused Not Step Back Tactics), Hit the Dirt!
Affects: Conscript Support Tactics, Guard Rifle Combined Arms Tactics
You know what, I'm already tired from typing, here, have a graphic:
(Commissars can be balanced anyway you want, I'd personally prefer if it gets vet. but it provides an indirect buff to conscripts and guards, and a much better use of a commander ability slot. If wanted, Conscripts could get 2 vet abilities in vet 1 by putting the flare mines in that same build menu with the sandbags. providing even more versatility.)
M42 AT (Aggressive Tickling) Gun
Affects: Defensive Tactics, Urban Defense
- New Ability: Canister Shot (Same as Greyhound)
- Stats Rebalanced to be more like a T70 as an AT gun, maybe with abit more pen. but a damage nerf to 65 from 80 against infantry (also a damage bonus of 15 vs. vehicles)
(No matter how you put it, the ZIS completely out classes the M42 in nearly every way except firing rate. So my idea (combined and influenced by others) is to make it more AI than AT, still deterring light vehicles and some mediums, while being useful against infantry. the Damage nerf is to prevent one shotting of infantry)
Forward Headquarters
Affects: Urban Defense Tactics
- Fuel Cost reduced to 45, Manpower Cost increased to 350
(After the Soviet Tech changes, Urban Defense became obsolete, as the 60 fuel cost means the FHQ rush would come in too late. the price changes pushes the FHQ rush earlier, while still giving the enemy time to prepare, and the increased manpower cost makes it slightly harder to pull off the FHQ rush without proper support.)
Vehicle Detection
Affects: Alot of Commanders
- Munition cost reduced by half.
(I can't think of anything else, I'm sorry)
WEHRMACHT
Defensive Fortifications and Trenches
Affects: (Pr)Osttruppen Doctrine, Defensive Doctrine
- Merged together into one ability: Defensive Fortifications
2CP: Defensive Fortifications
(Infantry can now build trenches, Pioneers can also build tanks traps.)
(Once again, 2 different abilities to build 2 basic things? merge!)
Forward Supply Station (From Unused Urban Assault Doctrine)
Affects: Defensive Doctrine
- Added to Defensive Doctrine
(Makes the Defensive Doctrine more defensive, and don't worry about FSS rushing, unlike the FHQ, it provides pioneers and a forward retreat point instead of medics and offensive buffs. Even then, it can be balanced to your own desires.)
Mechanized Groups (LMG grens and Pgrens)
Affects: Mechanized Assault Doctrine, Mechanized Doctrine
- Infantry inside the half-track now start with vet 1
(
b-b-b-b-b-b-b-bb-bbb-b-b-bb-b--but Grittle! Yu cat guve fre vet leik that!!!!! Well, considering it comes at 3CP AND it costs quite abit of fuel (30-40 last time I checked) , I think these units should come pre-vetted at vet 1 at the very least. Same should apply to the Combat Engies in the USF Mechanized Company too.)
USF
WC51 w/ .50 cal.
Affects: Mechanized Company
- Renamed to WC51 w/ .30 Cal.
- Add 20 Munitions upgrade for a .50 Cal MG, renaming it back to original name and increased attack power and penetration
- Increase Health from 180 to 200
- WC51 Crew bail out during combat reduced from 3 seconds to 1 seconds
- WC51 Crew comes with a free BAR and slightly more durability than a normal vehicle crew (Could be renamed to Assault Crew)
(Gives WC51 more scaling, and provides more incentives to push in more aggressively. AND gives it a reason to why it costs 20 fuel!)
M3 Assault Group
Affects: Mechanized Company
- Infantry inside the half-track now start with vet 1
(See Mechanized Group Changes in the Wehrmacht section for more info)
Assault Engineers
Affects: Mechanized Company, Armor Company
- Vet 2 now provides an extra man
(Not my original idea, but has been suggested and said many times. Assault Engies are too squishy late game, the vet bonus solves that.)
Elite Vehicle Crews
Affects: Armor Company
- Now makes all vehicle crews the ability to get to Vet 5
- Vet 4 Bonus: Faster Repair, more durability out in the field.
- Vet 5 Bonus: Vehicle Bailout during combat reduced to 2 seconds.
(Nice little bonus, not that USF vehicles can survive long enough for the crews to reach vet 5...)
Riflemen Flares and Rear Echleon Flamers
Affects: Rifle Company
- Merged together into one ability: Incendiary Training
0CP: Incendiary Training
(Rifleman can now fire flares to reveal the area, Rear Echleons can now use Flamethrowers)
(Atleast Soviets get flares through experience, Reefermen seem to waste an entire ability slot for flares.)
Combined Arms
Affects: Rifle Company, Heavy Calavary Company
- Munitions Cost reduced to 80
- Added to Rifle Company
(It was too expensive, and now Rifle Company is a little back to its former glory.)
Fired Up
Affects: Rifle Company
(Why was it at 2CP anyways? its just a sprint with a negative after effect.)
OKW
Flame Hezter
Affects: Firestorm Doctrine
- Substantially Reduce Vet Requirements
- Reduce CP requirement by 1
(Why is the darn thing so hard to vet?)
UKF
Advanced Emplacement Regiment (Excluding the Counter-Battery)For the May Balance Preview
Affects: Advanced Emplacement Regiment
- Tone Down Advanced Fortifications Nerfs by 25%
- Tone down Defensive Operations by like 1/2, okay?
(Holy Crackle Dackle, I hate yet to see more QQ about anything but this commander. But I understand, massed emplacements=no fun. But these nerfs are too extreme. Except for Counter-Battery, That was utterly and truly stupid and unbalance for the most part, but I do see why it was like that (Either arty or build units).)
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Okay all done for now, is good?