Devm vs Vonasten
barely 24h ago in the finals of 'Master League Affiliate Event: Olvadi's Tactical Resurgence' by Devm.
Unless you think Devm was trolling, it actually might be a good commander.
Since I didn't saw it I can't comment it. But having a Pro Gamer making use of a commander doesn't means that it is strong automatically. Try to replay it as he does.
Airborne drop is insane value, lets you get a paratrooper (and a pak howi for 80muni)... tell me thats a bad deal and i will ask for you playercard
Yeah it is a good value for the first drop, I won't question that. After that it rapidly looses its value for further drops. In addition dropping with Howitzer forbids droping it behind enemy lines which is pretty sad and limits its options.
Greyhound is a decent light vehicle, yes stuart is better no doubt but they also have different roles. Stuart is a light vehicle counter with decent ai while the greyhound is an ai vehicle with terrible at BUT is a call in and doesnt need tech which means you can get it as a replacement LV or as an additional vehicle for a mid game push.
You just can't skip tech that easy anymore since AT grenades are depended on that now. In addition there is a good chance you will have the Stuart first. Without the additional 60 MU Cal.50 upgrade Stuart even doesn't perform any worse at AI than Greyhound. And if you really want AI take AA HT instead. The problem of the greyhound is that it is a jack of all trades without doing anything good at all. USF has a nondoctrinal option for all it can do, but better.
Raid tactics is a very fast capping ability - only for light vehicles sure - but tell me another ability that allows your 4min m20 to just ignore all the volks and drive at the cutoff and decapp it? Just casue its situational doesnt mean its bad, you just have to get value out of it.
Ignore the Volks? They have a snare and their small arms fire penetrates a M20. This may work if you are really strong at microing your light vehicles. How many of us are able to pull that off like Devm or J4J?
Check UKF Raid Operations please. That is a useful capping ability, that will help you at capping in various situations for a mere 10 Mu more per use. You can use it for a UC or a Comet, it is up to you. And you ge a nice capping buff for infantry too. And its even more useful for UKF since they can't decrew or have Secure mode like Soviets. Thats what I call a decent capping ability (and not a situational one).
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im not sure why a already very strong commander should get buffs? every single ability is either usefull, busted or has situational uses...
Did I missed something? Since when it is so strong that it is meta? Can't remind when i saw a Greyhound the last time either.
Raid tactics - redundant with vehicle decrew, only for light vehicles (weakest capping ability in game)
Airdropped combat group - can only used defensively, pay 80 MU for a (nerfed) howitzer which you won't need every time you want to have a Paratrooper squad. 80 MU hurts a lot at a munition starved faction like USF.
M8 Greyhound: too late, to weak, go for a Stuart which costs pretty much the same instead
If you want to go for Paratroopers, Beacons and Pathfinders, go Airborne Company. You will get MG and AT-Gun drop which allows to skip one of the two officers. The only thing you will miss is the Cluster Mine Drop which is actually pretty good but will be replaced by a very strong AT-Loiter. Atm there is no reason to go for Recon Comoany. |
How about making Raid tactics a combat focused ability that improves USF light vehicles in different ways.
For example the AAHT gets 5 extra range, Stuart/Greyhound get improved reload, M20 gets suppression.
Its is a funny idea indeed but I do think people will get confused by the different combat buffs. What the f..k was that again? What I do get for Greyhound? Speed? Reload? Accuracy? ;-)
If you would name it Recon Tactics for example that gives a global +10 sight to all infantry and light vehicles for about 45 seconds (stated in the description) it would be crystal clear what it does. |
M8 maybe just be 0cp passive and build in HQ?Tech request same as major
Major is way to late, to have any combat value. It is a light vehicle after all that gets beaten by a Luchs atm. It needs to be adjusted in performance and put in the same timing as Stuart and AA HT. So put it in HQ and unlock it by double officer or officer + appropiate officer tech.
Edit: Sorry man, after reading again I do think I got you wrong. Tech request same as Major seems to be the exact same thing I proposed here XD |
What I mean to say is that i despise them when I'm playing Axis. It's extremely difficult (if not impossible, in some cases) to escape from the AOE with team weapons, and as you say; if you call it on an FRP with good timing, you can obliterate a LOT of units.
Its a good ability, I just don't like being on the receiving end.
Okay, i guess I got you wrong.
If you see what you are up against you have to move your team weapons instantly once the red smoke drops. that way you should escape. As the ability was released the mines hit you a lot faster after red smoke was dropped, that was really op. Now you should be fine in most cases, just don't build a forward retreat point and hit mass retreat then. |
Replace raid tactic with the Jeep at CP0. The jeep is an excellent reco unit and this would give USF a second doctrine with it.
Yeah that would be an interesting ability swap with more recon and map control (since jeep can take territory).
Airdrop Combat group CP3. Replace the Packhowi by a HMG.
Having a Reserve Para drop without support weapon would be very interesting because of that Super Bazooka + mine + camouflage combination. Some harassing behind enemy lines could be fun. I'm not keen on clinging to a combined drop.
M8 Greyhound. Repurpose its main gun as an AT unit and the .50 caliber upgrade to be the AI source of fire.
The main difficulty is to set it apart from Stuart then.
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I like your changes, they're generally pretty obvious improvements, particularly in the case of splitting the Pack Howitzer and Paratrooper abilities.
If you're removing Raid Tactics, instead of replacing that ability with the Pack Howtizer (This is arguably a nerf to the commander, outright losing an ability) I would instead bundle the Pathfinder and Greyhound abilities, and turn them both into CP0 buildables rather than callins (Though delay the Greyhound until a certain tech level is reached), and then provide Recon with some other ability to /actually/ replace Raid Tactics.
Incidentally, perhaps the Greyhound could be reworked into an AEC/Puma type vehicle, rather than what it currently exists as? Such a vehicle doesn't currently exist in the USF arsenal (Except arguably through some of the Stuart's abilities). Alternatively, it could be reworked into more of a "supportive" vehicle as follows:
The Greyhound could provide the benefits of the Pathfinder beacons, but on a mobile platform, allowing Paras to reinforce around the vehicle as though it was a halftrack (Though they'd still paradrop in). Perhaps it could be allowed to "Dig in" like the 250 HT to provide paths/paras with a mobile strongpoint?
Yeah, that are all options to rework it somehow.
- binding to tech is mandatory
- buffing M8 Greyhound recon slightly (better than M20) should be the case too
- then you a have a lot of options for a combat or versatility buff, you named a few that could work
I still despise the M83 cluster mines, but I won't advocate for changes there.
If you time it right at a forward retreat point for example, it can be quite devastating. It is all about using it at the right moment. Calling it down on a blob will do nothing if your opponent isn't afk.
You have to wait for the right opportunity.
(How do "Reserve" Paratroopers differ from "Regular" Paratroopers, anyway? I know the Recon and Airborne Paras have different weapon upgrades, but you make it sound like there's some other difference between the squads)
As you seem to know both can be upgraded with M1919A6 turning them into the same unit with the additional suppression ability. Normal Falls can be upgraded with 4 Thompsons or at racks with 2 Bars or 2 Super Bazookas. So since Reserve Paras can be upgraded with Bars and Super Bazookas at racks too you may ask whats about this Super Bazooka Upgrade at Reserve Paras? Seems they just have one weapon option less than normal Paras. The answer is that they get additional abilities when equipped with Super Bazookas. They gain the ability to lay the standard 30 Mu mines which USF only has at doctrinal Rifleman Field Defences and they get Camouflage + hold fire when in cover. So you could lay traps with them actually. This would be even more interesting if you could drop them behind enemy lines without giving away a howitzer to the opponent (since the bazooka upgrade works outside of own territory). |
It's only a problem if you choose the ISU commnader. There are several other commanders that gives you direct strikes. I think the balance team made it very clear the reason for that change You can't have a perfect commander that deals with everything. And Remember the commanders that LeFH(ost) belongs too aren't as powerful as the ones that ML-20(though that's no reason for ML20 to be shit though) belongs. GRCA is a very strong commander that everyone has access.
There are not several commanders with direct strike anymore, only 2 are left. Soviet direct strike ability was cut in half with with recent update. I would suggest to bring IL2 bombing back at commanders that could need a buff by replacing a meme ability with it. |
So I want to make a suggestion for a Company that I really would like to see getting in action more often.
Recon Company
(0) Raid Tactics - ability makes no sense since this commander hasn't so much light vehicles in comparison to other USF companies and USF generally just could disembark crew to take point if really needed, a poorly designed ability for this faction
-> swap with: (4) Howitzer drop (for manpower and munition)
(0) IR Pathfinders - ability is fine
(4) Airdropped Combat Group - since Howitzer drop has its own drop now, just delete it
-> swap with: (3) Reserve Paratrooper drop (for manpower) - without howitzer you could drop them more offensive and in the end you won't need so much howitzers as you want to field Reserve Paratroopers (sometimes you won't even need a single one)
(7) M83 cluster mines - ability is fine
(4) M8 Greyhound - keep but needs adjusting
Greyhound
Lets talk a little about the Greyhound which is the one real unique unit of this company.
Timing: First I would delete CP requirement and place it in HQ and bind it to having build both officers or one officer plus appropiate tech. That way it would come pretty at the same time as Stuart / AA HT.
Its problem is that these two nondoctrinal choices perform better, with the exception of sight.
If you want same AT perfomance but better AI performance take AA HT (+ strong AA defence), if you want same AI performance but better AT performance take Stuart (+ has better survivability). If you want to have just the recon part take the M20 which costs a third of the fuel a Greyhound costs, grants the same sight and levels super quick to Vet1 to get +10 sight (+ lays heavy vehicle mines). The greyhound really struggles to be somehow special at all.
50-cal (purchased for 60 MU): It can boost its AI performance for 60mun at least getting better at AI than Stuart, but you have to invest for that and you still suck at AT and have less survivability (you loose vs a Luchs for example).
Canister shot (40 MU per use): Was overpowered versus blobs so it got nerfed harsh. Has the additional problem that its range is so short that you will get either hit by infantry AT weapons or by snares, so you have to choose your targets very carefully.
Recon proposals: This unit needs something. First of all you can strengthen its recon part (hey its Recon company after all) and give it back some of the deleted huge +30% sight bonus it got at Vet3 once upon a time as it was a real recon vehicle. Either give it a +10 sight toggle Recon mode at Vet1 which disables weapons and weapon abilities or give it +10 sight at Vet3. If you want to rework sight overall I'm all in for timed sight abilities as I wrote at another thread, but that is optional.
Combat proposals: Buff its combat performance somehow slightly. There are different options I could imagine. Here are some thoughts about what could be done to put it in one or another direction without turning it into something op:
- give it the smoke pots it had in reality for better survivability
- add some range to canister shot and give it yellow suppression (don't kill the blob, but suppress it)
- buff either damage or reload of main gun slightly so that the matchup Luchs/Greyhound gets more about even
- give it a timed suppression ability for munition after 50-Cal upgrade instead of quirky Canister shot |
I'm not sure if it is a bug or a feature ;-)
Radio-Net ability seems to behave somehow strange.
The ability guide states:
+10% reload speed per Allied vehicle in the aura.
+5% sight range per Allied vehicle in the aura.
These additional vehicles can be any allied unit, but at least one of them must be a VET 1 Sherman.
Range of aura - 35.
After testing it in Commander Cheat mode:
- it gives +10% reload only once
- it has to be a tank, other allied vehicles give no bonus to reload/sight
- the sight range is granted three times adding up to +15
- if a fourth tank drives into the 35 aura radius the ability springs to +20 sight for the glimpse of a second and returns to +15 after that, same for furher tanks that enter the aura range
- if you have more tanks in your aura range than three and one of it leaves the aura, your sight goes down to +10 although you have still three tanks or more left, this happens for every tank leaving until ypu have +0 sight (even if there are 3 tanks left)
- to get your vison bonus working again all tanks have to leave the area of the aura and then you have to enter with one, two or three tanks again
Seems to work like intended. Maybe change the text at the ability guide at least? |