223 naysayers are forgetting one thing. At CP1, the use of a super-kubel when there are relatively few counters on the field could be pretty powerful.
My idea of a powerful, relevant 223: Passively reveal vehicles within normal sight radius. Signal Relay comes as a stock 223 ability. Signal relay boosts it to map-wide like current ability. Suppressive Fire ala Bren Carrier as vet 1 ability.
I agree that healing seems strange though, since Sturmpios can already do that. |
I, for one, am against AT Hetzer, mainly for the reason in that it presents little unique role. For OKW AT options, there's Puma, Jagdpanzer IV, and Panther. The AT Hetzer would be almost entirely outperformed by the Jagdpanzer IV in practically all stats.
I also dislike the M10 Wolverine for much the same reason. I think that Wolverine/Jackson should've had the same HP to begin with for realism reasons but I get that in-game the M10 had to have some sort of advantage. Now, though, that the M36 Jackson also takes 4 hits, there's not really a reason to choose M10 over M36.
The only potential upside to the AT Hetzer is the flexibility of going both MedHQ and MechHQ and still have a stopgap, but I also dislike the idea of having 2 casemate call-ins (Sturmtiger being the other one.) |
I wish Penals had Mosins instead of SVT and the old flamethrower + PPsH back (and were cheaper a, and that Conscripts had an 2xSVT upgrade. I also wish Guards came with 2xSVTs and could upgrade either to DP or PTRS.
Currently Soviet infantry are a big design mess because of lack of non-doc elite infantry while having 2 non-engineer infantry units. Brits and USF have better infantry (Tommy cover bonus, 5-man, double-equip, Riflemen Garands etc) because there isn't a second infantry unit that could be considered elite. Soviet Penal battalions is seemingly supposed to be analogous to OKH Panzergrenadiers, except Penals historically were NOT elite infantry. |
1 model is utterly pointless, it will be enough to heal one squad at best, even 4 medics at sov HQ have serious problems keeping up with injured infantry in late game.
To clarify, in my suggestion, the one model healer grants a passive healing aura similar to British medkits, provided that the medic model is present and alive. |
1. !Vehicle detection! is moved to Overwatch doctrine and replaces "For the fatherland". This would fit in thematically very well; "FtF" is the least used and liked ability in overwatch anyway. (Overwatch in general is great)
2. Pls give Elite Armor a decent call- in instead of vehicle detection / or access to an other tank like the hetzer (Soviets "armored assault have T-85, air attack AND JS-2). This would make the doctrine way more attractive.
Thanks for your hard work! Keep on your great job.
I actually really like the idea of Signal Relay to Overwatch.
And also PANZERfusiliers for Elite ARMOR please. |
There's an interesting unused Red Banner T-34/85 call-in that was originally intended to function similarly to Tiger Ace (reduced resource income after call-in) if I'm interpreting the voicelines correctly. "Our last reserves have been committed, Commander! Turn this battle around!" It might fit the NKVD commander's bill for late-game armor instead of the KV-8. That being said, I think many people believe that there should be less gimmicky Tiger Ace-like abilities, so RIP.
I'm also fairly certain the KV-8 is in the NKVD doctrine because scorched earth get it |
I still think the commissar should have the vet 1 extra guards model replaced by a medic so they can heal nearby infantry. If FRP is to be kept, the commissar needs that change because there's no forward healing point. Even if the FRP is not kept, the on-field healing would be very helpful. To keep a same-ish close range amount of firepower, give commissar a PPsH.
Scorched Earth still needs a better voice line. It should use the Urban Defense commander's booby trap voiceline instead.
M-42 Canister shots seem to be missing FX when hitting armor. Maybe simply give it a T-70 gun that doesn't require switching, but with damage vs infantry similar to current and add in the canister shot as a aimed vet ability. |
I think StuG E is okay. it's casemated so you can kite with AEC or Stuart with stuff and you can plink at it max range with SU-76 or AT guns. I think the problem, if any, can be solved by nerfing the max range scatter of the StuG or just by lowering the max range itself. |
Anyone else think this thing has way too long of a illumination duration? Seems much longer than OKW flares or Recon planes, is free. It's basically a map hack...far better than the OKW IR HT.
Would you have preferred the old vet 1 ability "Precision Barrage"? Pinpointed a shell exactly where you pointed it. Wiped basically whatever stood still without warning.
The "inferior" OKW IR HT requires 0 micro in comparison. It scans constantly in a wide arc without any ability use or muni cost. Soviet flare is short range, specific area, ability micro, and muni (40) cost. It's a very good recon ability, but it is certainly not "far better" or "free". |
Imo the unit getting buff in their abilities is a good way to go. For instance if conscripts got a target size buff or some accuracy when ourah was activated and the aura of the Commissar it would require little micro for the player and it would cost proportionally to how many units used it. In other words it would be allot easier to balance.
Generally imo about all Auras need to be reworked and stat using the similar mechanics:
They should scale with veterancy so that the player could deice to settle for less or risk for better aura.
They should be separate in low passive part and active so giving more tools to balance them.
The problem with your idea is that the only way to do it would be to clone all abilities to be buffed, make a separate buffed version of the ability, and put a requirement for the old ability to not be shown/usable when the Commissar is around, and for the new buffed ability to only be shown when the Commissar is around. Under this system, if you select a conscript squad within command range and one out of command range, you can't activate their abilities together. Also, it may require long and complicated descriptions to give the player a good idea of what the abilities actually do. |