Not sure if fixed but if you reinforce paratroopers vire a beacon, a voice over plays that they have completed a jump. In the match stats this implies you have produced another squad.
Hey people, I had a quick game testing out the new and improved kv1. this is just a random match up, I have never played on this map nor have never played with live people so I was on the back foot.
Any advice on any mistakes I made are welcome.
Ill let the replay explain what we thought about the Kv1 (this is version 2.0).
The jeep to me or maybe others does feel out of spot, doesn't really fit into the current balance. Trying to give it ability to make if fit a purpose isn't gonna to help it, just make it worse. just get rid of the jeep really.
replace the jeep with combat engineer callin.
keep raid ability in.
keep the mortar halftrack callin. its a great callin for mech suits the role quite well.
the m3 halftrack with calvary rifleman is a great idea, suits the theme of mech quite well. Ostheer has pgrens in a halftrack callin which is great.
and replace M4C with easy eight.
I agree with replacing the jeep with assault engineers. I would love to have easy eights, the only reason I didnt mention replacing the M4C with easy eights instead was because you would probably never see rifle company again.
Iirc, ALL infiltration units have been changed to spawn with their grenades on cooldown. Its technically an infiltration unit change and not a falls change.
Flak emplacement to me are fine the way they are now, one can argue their fuel cost but you can just regain that back from scavenging weapons and carcasses. Make then to hard to counter and I can guarantee you will get sick of countering them.
Fallschirmjaers are the most prominent ability in this commander. While im all for the infiltration nerf, im am surprise to see that the bundle grenade and abilities are not on call down. I honestly would think having their abilities on call down would be enough and as sully said, could have them para-drop instead. Dont agree with the changes.
I agree with Sully with the last 2 abilities.
Airborne assault fails in what it wants to be. Easiest solution would to make it a ai and at strafe (if possible, with set number of passes as the current live ai strafe comes in twice I think).
Valiant assault would just be better if units can use it individually (being cheaper of course, this would work due to the doctrine already having 2 other abilities requiring munition)
I dont know about the WC51,to me it seems fine with the fact upon call-off riflemen need to garrison to be useful. Also if kept alive, remain to be useful throughout the game.
Raid operations is very good, considering this is restricted to infantry and light vehicles no problem here. If it did receive muni cost increase at any point, this would impact recon support which is now quite muni heavy.
M3 halftruck is nice with the cost decrease however, after playing with assault engineers for a while (as well as in Armour company) they come to late. At-lease in Armour company they can get the jump early game to help clear garrisons, after that they become bleed and if use for assaults later, are pron to get wiped (32mp is to much, they cost more than strums to reinforce and now have nerf demos).
Could consider just making the halt-truck available without the assault engineers but that would get rid of the flavor of the call in.
The mortar half-truck is fine, could do with a light scatter increase on auto-fire mainly because of the shear amount of utility it hads now.
Sherman bulldozer upgrade is decent. no compaliants here.
M4C Sherman: on the fence when tied to tech. With better pen ( clarify if its 120/130/140 thank you) than the Regular Sherman, dosent hold value to me besides the rof, to me thats all whats going for it.
Just my opinion, the commander overall feels great even if it does not receive any further changes.