I don't think that OKW needs more accesable healing considering they already have sturmpioneers that may drop medical supplies for a fair price, for up to 3 squads. I'd rather have the cooldown on it reduced, and call it a day.
Currently, I do believe that strum pioneers are over taxed. I am including a AT option in the med HQ so the panzershreck option is less needed. I could play around with ability so it is a better on field healing option. The poll suggest that people want a T0 healing upgrade so I will probably bundle the Med HQ upgrades as result as well.
UKF mortars Pits
New role as defensive weapons. Work similar to current but get the "counter fire" ability similar to Ostheer mortar, but with extended range. So they are basically built as counter to enemy spamming indirect fire support weapons.
Offensive support comes from base howitzer. One has to unlock the gun to offer at first smoke rounds and then unlock explosive rounds.
With a counter barrage ability, it would be a bit overlapping with the doctrinal ability from advance emplacements, and for a howitzer barrage there is pyrotechnics package. For a smoke barrage, I could tie it in to hammer or anvil? Like in my previous mods, I am planning to move those two upgrades to T1.
OKW
Truck are set up without choosing there specialty, unlocking grenades/faust/hmg/RW.
(one should actually allow OKW to either be built as normal base building or invest heavily in forward bases with expensive upgrade providing armor/HP, even work a bit like cashes. That could give to the player to use the faction in its original design of aggressive play)
Like in my previous mods, I am going to add an initial research a T0.5 which will unlock the Raken, Mg34, Fausts, SWS (one is included). This will result players to have access to these items reasonably to allow less man spam play styles.
Why the HQs are pretty tanky enough, this idea has given me an idea on how to adjust Overwatch. Over watch would contribute a HQ style play.
Edit: I forgot one more thing, maybe an upgrade for the heavy Panzer HQ truck for the OKW to unlock it's gun? It's been suggested quiet a while now. Perhaps with it and my suggested unlock for the KT it would suffice as to allow the OKW to construct resource caches?
I can make the Flak HQ Gun locked to an upgrade. If I am going to add in cashes, then standard salvaging must go out. Through salvage can stay in. Instead of a standard cash why not a Opel Blitz as well, to make the faction more unique?
I also forgot if I've asked you this before but... Can you make your light artillery pit to be garrisonable similar to what Planet Smasher has done? So let's say you can garrison it with MGs and mortars, perhaps even a light AT gun and not just infantry units?
This is probably what I am going to do. I am going to move the Trench from Infantry sections to the royal engineers. That tench can use mortars as well. Infantry section do not really be able to build trenches seeing they can already build sand bags. My light mortar pit can not be garrison like mortars. You can add a mortar weapon to anything based on the visibility model but it stays at the bottom center of the unit. It just happens that the USF Fighting positions do not move and really low to the ground so it seems natural.
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I have been thinking about USF, there teching, doctrines and everything. Here is my big pile of everything about everything USF Armor
Sherman (75)
This in my eyes is the best Medium armor in the game. The AP rounds are almost identical to the Cromwell, a very good gun. The HE rounds are extremely good vs infantry. Able to be upgraded to the pintel mount that is really good.
Sherman (76)
Only are marginally better vs Armor than the (75) while not being as effective vs infantry. This doctrinal unit allows the the (75) to be upgraded to a dozerblade to allow the (75) to take an additional hit is actually more powerful. Granted it does reduce mobility.
Jackson
An effective Tank Destroyer necessary to deal with Heavy Armor. Moving this to a doctrine is not a good idea since that doctrine and heavy cab would be considered only thing viable.
M10 'Wolverine'
I can tweak this unit to make it a good T2 TD to work similarly like a Puma, AEC, and SU76. This could be a good non doc unit.
Scott
I have said that this unit would receive a buff if it was in a doctrine. If it was in a doctrine it would come out earlier allowing to actually preform to its timing.
This would be a bit radical here is a propose rework and reorganizing of these units.
T2
Stuart, M10, M3, M15
T3
Sherman (76), Jackson
Armor
Bulldozer (105) replaced with Sherman (75) and Sherman (105). Both can be upgraded with dozerblades
M10 Replace with Withdraw and Refit
Mech (reworked)
Raid
-0CP
WC51
-1 CP, Comes loaded with assault engies
-WC51 can be upgraded to a command truck (exclusive)
unable to be loaded, gains the 155mm and mark target
-400 Manpower
Withdraw and refit
2cp
Combine Arms
-6CP
M8 Scott
-6CP
Tactical Support
M5 replaced with this?
M7 105 mm Howitzer Motor Carriage
This is different than the M7B1 Priest for this is a direct fire support unit and is historically accurate. Or at least accurate enough for CoH2. The unit should preform similarly of a combination of a SU 76 and the Brumbar. It has good anti-infantry while still able to damage medium tanks with at least direct hits.
The main gun is similar to the Brumbar except for the following.
-Range is increased to 55 from 40
-Unable to fire on the move
The MG damage is equal to the M20 to provide additional fire support
The armor is the same as the priest (60) but the health is increased to 400 from 320 for increase resilience.