Briefly messed around with Raid Sections... they are fun and allow for a different style of Brit play which is nice but I feel like they are mismatched for Mobile Assault despite being a thematic fit. Problem is that they are basically longer range commandos with BAR-vickers when you can already get Bren-mandos if you really want. You're rarely going to use both them AND commandos which is a waste. Plus you don't really need molotovs in a commander with doctrinal flamers.
My own thoughts is to move Raid Section to Vanguard and rename them Vanguard Section. I'd remove Commandos from the Glider and somehow fit Raid Section in. I'd even be okay with removing the vanguard glider- the healing is pointless with new medics and building Vickers and AT gun from glider was always pointless. If glider stays then change it to ability to build mortars. I'd strongly reconsider Vet 1 Camo if Raid Section doesn't get ambush bonus or something... otherwise what's the point? Extra sight while Camouflaged would at least allow them to be spotters. Something like a mini Smoke Raid Vet 1 ability would be cool or an off map mortar barrage or a timed Sniper Crit ability that briefly lets them snipe models like pathfinders... |
Riegel mine is still not worth a full commander slot. This mine is already gated behind a vehicle, I think we can safely bundle it with another small ability.
I once suggested the forward observation post, but defense fortifications or breakthrough equipment (buildable by pios) would fit as well.
I am very happy that the Jager Command squad got into a sevond commander (it is one of the best units OST can offer - durable, strong, provides recon but not cheesy), but I am slightly unhappy that of all things the Riegel had to give up one of its two slots. There are many other abilities that occur 3 times and more. If we want diverse commanders, we should swap those high frequency abilities for less frequently used ones, not swap within the lesser used
This was my initial reaction as well. I do find it kind of odd that they added Jaeger to another commander with ambush training so Storm feels kind of same-y now since both have 2/5 slots the same and Light Arty and Stuka Bomb have similar role of off map Munitions ability. I get that it makes sense thematically with the Commander name and isn't a huge deal but I'd kind of preferred if new slots didn't overlap as much. |
Personally I do not like ST, the DPS drop off is simply too high making encounter RNG based while they are not that cost efficient in the AT role.
You can not like Storms performance but the nature of the infiltration design is still good. You could still do the same design and give them their old STG upgrade or whatever you want performance wise. I think most people like them just for the Tactical-Wipe ability *shrug* |
I think the rework of Stormtroopers is the best iteration that you can get for infiltration units. You can spawn them on map but they can't be used as a split second wipe mechanic and their camo still lets you hide and upgrade for an ambush. Partysans theoretically should work but their power level in live is too low. |
Greyhound comes so late and gets soft countered by other LVs because it takes 10 shots to kill Luches or 8 to kill a 222 when it already has a narrow window before mediums come out and rein it in. So It either needs to be able to effectively threaten LVs so a 222 doesn't dumpster your 4CP greyhound or it needs 3 CP so it had more time before mediums come.
|
Vickers K needs to be tested I feel like allowing 5 Man Sections to have 60% moving accuracy LMG X 2 is just a recipe for ultra mega no skill cheese blob. I like the idea for the Raid Section and Heavy Sappers but the M3 Vickers in Special Weapons is probably OP AF. Probably need to limit it to 1 or give Stock Tommies a different profile or something. |
One idea to buff Bulldozer - can you fix the green cover positions of the dirt barriers so that it's equivalent to making sandbags? Right now it's impossible to use them as green cover and it's be nice to have the extra utility and actually give the barrier ability a use (REs already have tank traps to block pathing) |
Yeah no. Heavies are hard enough to destroy that you don't need to be punished for killing one by having them instantly reappear like the old days- especially when heavies can let you bank fuel if you are at popcap or have good map control due to power spike they give you. Learn to either stall for the cooldown if you want another heavy or just get mediums- good to have that decision making instad of no brain instant rebuild. |
Schwerer HQ: For the love of god, reduce the range of its main gun. It's game breaking. Game breaking. Why the fuck is OKW able to place that thing on their cutoff with 2 Leigs and just lock down a third of the map? It slows down the game so much and creates and oppressive safe zone for OKW. Super toxic that this can be done by a tier structure. Not a unit, a tier structure. Awful.
+1 Million. Not to mention is just promotes Truck City cancer in team games. Let's require Howies be built outside base so they are vulnerable. Great, now let's cover it with a Flak gun and healing+reinforcement point so that unless you nuke it with an offmap it's impossible to counter conventionally. Much fun will be had by all. |
While you can't walk into the blendekörper smoke (or at least it is highly unadwised), one may use it to slow down a retreating squad and put a bundle nade on top, a bit cheesy tbh.
I've seen this before, not the easiest to pull off but it probably shouldn't be possible. Also having 2 grenades available to contest capping in desperate end-game scenarios is a bit of an unfair advantage as well I would say. Plus I'm pretty sure Assault Tommies have their phosphorus and regular mills bombs share cooldowns which is basically the same concept albeit they are also short-range squads like Shocks. |