Firestorm isn't great but it's not NKVD/Recon Company/Ostheer Defensive Doctrine level useless.
Flame Hetzer only really suffers from its lack of a turret but its also cheaper than a KV8 or Croc while doing the same damage; so its a fair enough trade-off. I do agree with Elchino's suggestions though - its still pretty underwhelming as is. The Rocket Barrage is middling - it won't wow you but its not Armor Company RNG bombs bad either.
I like to keep it in my loadout for Urban Maps (cough cough Shittlebruck/Le Gleize) where sometimes the flamers will give you the advantage you need. It's all about using it situationally instead of as a go-to commander. |
Man I wish I had some french fries to go along with all that salt |
If you don't think the old Churchill at Brits release was OP then you're on crack.
Personally I think it was at a good place at 150 Fuel for its performance - just scale back the price and its fine. |
I don't know, I think a second thread might break new ground not covered in the 250+ posts in the other thread. |
I agree that the T34 in T4 does feel kind of odd and I think the fact that a lot of the Soviet meta commanders feature tank call-ins or 85s speaks volumes. Balance-wise I think its very hard to justify making 85s non-doc - Soviets would be really good then as a faction.
I think the current 76 could maybe just use a slight Vet overhaul so that they can scale worth a damn and maybe some kind of AI buff in exchange for 10~ more fuel cost. That and maybe buffing Ram in some way - removing the engine crit on the 76 and replacing it with crew stunned maybe? Or perhaps making it deal more damage but not critting the enemy tank.
Right now I only build them when I have a fuel advantage and/or knocked out a tank early and know I can outpace my opponent with armor by spamming them. I'd build them more if they had more utility and scaled. |
New - but then again I prefer aggressive factions so the ability to be aggressive with the new Kubel is the major selling point for me. (That and old Kubel suppression was pretty obnoxious and annoying to play against). The units in each tier also make a lot more sense with the new OKW.
IMO Volks are always going to be spammy as long as they have Shreks- going back to old OKW won't change that. That and I sure as hell don't miss Volks getting steamrolled by Cons and Rifles in early game every match.
New all the way. |
Really USF still kind of needs it for garrison clearing - USF gets kind of screwed in that regard as you are pretty much forced to tech grenades (which aren't the most efficient way to clear garrisons) or tech Captain and buy an expensive Pak Howie. Kind of annoying to feel compelled to go Rifle company for flamers on heavily urban maps. |
I *think* the logic is that the Commando Doctrine allows you to drop the Glider in enemy controlled territory whereas the Vangaurd one has to be in friendly - the extra utility accounts for some of the cost.
Even then I think they could do with a slight decrease to 450~ or so and be made to be repairable - they are pretty much useless as reenforcement posts because of how easy they are to destroy AND the fact that on some maps its almost impossible to land them anywhere without taking heavy damage. |
I don't think the 250 halftrack is useless per-se - the PZGren version in Mech. Assault can be quite potent as a team weapon flanker or a flank harasser. Depending on map you can also use it as a ghetto Kubel to go after cut-offs.
That being said the call-ins do feel a bit costly and in a competitive game its often hard to store that much MP for them. |
Just need to add a side-upgrade that enables the AA functionality of the Schwerer and it'll be fine. Countering Loiters and Supply Drops should be a conscious counter-play choice on the part of players - it at least opens the door for non-Meta commanders like Soviet Industry to be used by extending the window of safer Supply drops instead of "Why bother? - T4 building is just going to make Supply drops risky and unattractive" |