Moving accuracy buff would probably help so long as it doesn't become too toxic with chasing down retreating squads like old Centaur. Would be cool if Vet 1 was an ability to Hull-Down and add suppression/improve AA performance. It 100% needs some kind of buff . |
Great idea assuming it can be programmed and implemented in a non-buggy manor. (A big if) |
You should expected ullumlu coming to prove you wrong
How dare you forget about Incendiary Rounds! |
Without getting too deep in the weeds I think the reason Firefly can feel meh is that it mostly relied on scaling and support of other units to truly shine due to it's ROF and what not. A properly shielded and Vetted Firefly is a beast (good luck killing it with a Churchill soaking up damage in front of it). Also +1 to FF + Command Aura - it's VERY good.
On the other hand if you're on the backfoot and getting a Firefly as your first vehicle to counter PZ4s already on the field then it's pretty easy for the Firefly to struggle and you have to really focus on outplaying your opponent. It's not bad per-se, it's just very different from other TDs which is kind of nice seeing how the armies have been getting increasingly homogenized. It might be nice to reduce it by like 5 fuel though as it's price does feel restrictive sometimes if you desperately need a TD and have poor map control. |
Yeah, I more than agree on LOS.
Anyway, where was it mentioned on twitch, just curious.
Soviet mark target is 35% bonus damage (one less shot to kill in medium vs medium combat). Command panther mark target is 25% bonus damage and 15% bonus accuracy (0 less shots to kill in medium vs medium combat, health wise).
Should one reverse the argument then? Is there any reason why its Mark target has to do 25% damage Vs the Soviets 35%? Should the command panther's mark target then be buffed to match the soviet one? The first line of your post (when you use the correct numbers) implies that it should.
You forgot the *mic drop* |
IDK, It's more OP vs. Volks spam early game and that's about the extent of it. I find that OST doesn't have have much of an issue with it between threatening it with Fausts and rushing a 222. Even then if you play conservatively with an early Raketen and mine baiting you can usually survive as OKW as long as you don't send off lone Volks to cap early game. Even Sturms have enough penetration that they can force off a poorly microed WC51. I've rarely seen WC51 used in late game because they almost never get rebuilt so I don't see the point in removing something that rarely gets used. I'd be hesitant to maybe nerf a unit into useless just because some OKW players don't #adapt to it - though I could see maybe reducing it's armor a tad just so that you can force it away with sustained small arms fire. |
If possible I'd say the least you could do is ensure that at least 1 squad member survives guaranteed. That way you don't get overly punished for somehow losing 4 coin flips in the case of a flamer clown car. 50% Damage might be worse in some cases since squads do take damage while being passengers so a low health squad plus 50% damage on vehicle destruction would guarantee a wipe I would assume. (Although at least you could take this risk knowingly without RNG I guess) |
I voted for "UK Lend Lead Assault Tactics" and hope this theme will make it to the live version.
Here's my own interpretation of that theme:
- Smoke Raid Operation (from Commando regiment)
- Assault Tommy Unit
- M1 81mm Mortar team
- M10 Tank Destroyer
- Assault Artillery (from OKW's Breakthrough, reworked by the mod team this ability could be really strong and fit really good to the theme!)
I like the idea of sneaking in Assault Artillery into scope somehow and included it in my submissions for that very reason - it's a cool concept that's broken by it's "has to be around a strategic point" limitation. I don't know if I would have Smoke Raid in there as well since that would be fairly redundant. I suppose if you wanted to double down on the "Assault" aspect you could have Vanguard Raid, Assault from Commando Regiment or Advanced Cover Combat (maybe tweaked?) instead. |
How about a body armor upgrade for muni? Should probably disable sprint (or replace it with a smoke grenade), because both would be too oppressive.
I think this could work. Maybe locked behind BP1 or something since Ass Grens can already bully squads in the early game in live version. The nice thing about the upgrade is that it would give fresh squads called in the mid-late game a little more staying power vs. vetted squads whereas now calling in fresh squads is suicide. |
Unfortunately, the M10 cannot be parachuted (although the USSR received about 54 M-10), the Soviets could transport the BA-64, T-37/38/41 and T-40 and this would be a cool option if these tanks could be landed behind enemy lines.
You can add Guards T-34-85 as a reinforcement commander - with smoke bombs and sabotage shells.
Also, all parachutists have self-healing with Lutheranism, Soviet paratroopers also require self-healing.
I'd be okay with the Red Banner Command T34/85 that was suggested for the Deep Battle Tactics finding it's way to this commander. Another idea would be some kind of light vehicle that could lay beacons in lieu of pathfinders and serve other functions. |