Hotfix implies things that got broken by accident - this is more of a balance wish list lol. I don't see how Pathfinder spam is broken... if a USF player wants to gimp themselves by having no snares then by all means go ahead I say. I can see how they can be annoying with a critical mass and sniper criticals going against you but that's more of a "how do a counter this" problem then a balance problem.
Otherwise everybody knows JLI needs nerf and the heavy tank thing is a kind of a non-issue given how easy it can be to punish someone for a heavy tank stall with map control and medium tank swarms and I think it's important to give players a come-back mechanism for poor starts if they are willing to have a heavy tank commander in their loadout.
I'm confused, OP says Teller mines are OP but they are "relatively rare". If they are OP then why are they rare? If they are so OP then why don't people use them all the time? Tellers are about risk/reward - you are using 60 munitions that could be spent elsewhere banking on them not getting spotted, swept, accidentally set off by mortars, etc. Sure they OHK light vehicles but guess what? Light vehicles aren't built every game.
If you are concerned about Tellers then as you suggested - build a sweeper. Only use your light vehicle in areas you have swept and don't YOLO dive them everywhere. If you don't want to buy a sweeper because mines are rare at your rank level or want to be hyper aggressive with your light vehicles then that is your risk/reward to take too because like using munitions to lay down a mine it's your risk to take spending munitions on a sweepers when there might not be any mines to sweep only when they cost half as much as the mine itself.
I like this submission for USF alot but would make a few suggestions. For the Veteran Squad leader I would suspect that 6 man Rifle Squads would be hard to balance - maybe just upgrade one model to a Thompson Officer and the combat bonuses would be sufficient. Smoke Grenades for Rifleman are a non-starter as well given how they were removed previously for balance reason. I would suggest either Smoke Drop from Heavy Calvary, Fire Up from Rifle Company (Fixed to be useful), or maybe tying the Smoke Grenade to the Officer Upgrade so it's not so overwhelming. Both Smoke Drop and Fire Up would allow Thompson Riflemen to close the distance and would fit well I think.
i would love if the ez8 got the hvap rounds m4c got, maybe nerf the normal rounds pen to compensate
I can't remember offhand but I think the ez8's normal rounds are already close to M4C's HVAP. So the time spent toggling between them isn't worth it really I would think. Plus I don't find the idea of a slightly different 76MM to be all that exciting.
I think that giving it buffs just because another unit (Jackson) got better, is weird logic.
It's not because Jackson got buffs - it's because it now no longer has a role because of those buffs and overall USF changes. I'm not saying the the Easy 8 has to be straight buffed necessarily but it needs to be changed so that it has a purpose. I don't think I'm crazy when I say that nobody really uses either Easy 8 or Rifle Company nowadays.
Based on the Rifle Company Thread and USF New Commander Suggestions I'd like to create a thread dedicated to discussing the Easy 8 and potential ways that it can be changed/improved for either inclusion in a new commander or as part of a future theoretical commander revamp.
In short, back in the days of the substandard Jackson the Easy 8 had a niche as a tanky AT brawler but after the Jackson buff and 76MM revamp the Easy 8 is woefully overpriced for a AT specialist that the cheaper 76MM can perform just as well. Simply put - the extra health and armor the Easy 8 provide isn't worth the price IMO. How would you suggest the best way to carve out a new role for Easy 8 to make both it and Rifle Company more appealing?
Personally I would suggest buffing it's AI and turning it into a USF Comet of sorts - a more expensive Premium Medium that's an allrounder capable of threatening infantry and mediums alike. Currently the Comet isn't a huge feature of Brit meta so I don't see the issue of USF having a similar performing unit.
A price hike's not going to do it: a CP1 cover-negating frontline combat squad is going to be a problem unless you hike it into irrelevance.
The balance team needs to decide if this is a support squad or a combat squad.
If it's a support squad, it needs to be pretty trashy when by itself.
If it's a combat squad, it needs to lose its anti-cover buffs.
Otherwise picking Overwatch or Scavenge means cover isn't a thing for your opponent and the game's going to degrade into CQC and MG spam.
Which is why I said that looking at reducing their G43 cover bonus should also be considered. My point is that I would much rather see them still be accessible but less good than be insanely good but too hard to fit into your build order due to cost or timing. (There is a reason almost all elite units have seen their cost reduced at some point)
JLI by itself will always be vulnerable to CQC and lack of snares - that will never change so it'll always be "trashy by itself" to some degree.
I would say the obvious option of a price increase combined with a slight increase in upgrade cost and keep at CP1. Say 280-300 MP and 60 Munis? If that's not enough I would say tone down their Sniper bonus against yellow and heavy cover - I think a lot of spamming potential comes from the fact that the G43 essentially ignores cover and when you combine that with the high Critical threshold things get silly fast.
Increasing to 2 CP is the wrong way to go about it because then you are just back to spamming Volks because they take too long to unlock where the higher MP and Muni cost limits their early game spamability potential similar to the way 1 CP would.
Theme: Inspired by The Battle of the Bulge. Command has released it's best troops for one last desperate counterattack against the Allies. Sow confusion in enemy lines with Stormtroopers and Assault Artillery before unleashing a fierce combined arms counterattack utilizing the Panzer 4 Model F.
Unit and Ability Roster
Slot 1: Stormtroopers
Slot 2: Assault and Hold
- Same as Infantry Doctrine
Slot 3: Blitzkreig
- Similar to Encirclement Breakthrough
- Global Combat Blitz for all vehicles (OKW Vet 1 Ability stats)
Slot 4: Assault Artillery
- Same as OKW Breakthrough
- Balance change - No longer requires to target strategic point.
Slot 5: Panzer 4 Aus. F
- Same stats as stock OKW PZ4
- Either Tier 3 or BP4 as balance needs. Other option to slightly increase fuel cost to match timings.
Strategy and Rationale - This is a commander focused on confusion and opportunistic aggression. This will set it aside from many of the other Ostheer commanders that are more defensive and reactionary. Infiltration by Stormtroopers and shells/smoke from Assault Artillery create opportunities to use Assault and Hold and Blitzkreig to strike decisive blows. The OKW PZ4 allows for more mobile and fast strikes using Blitzkreig than a call-in heavy otherwise would.
Other Options
I would consider replacing Assault and Hold with Counterattack Tactics from Mobile Defense - it serves the same purpose/theme but comes earlier to reward early lock-in, makes the commander less munitions use heavy, sets it apart from Infantry Doctrine, and makes the commander a little less powerful if the proposed one is deemed OP for some reason.
I feel like this submission for OST have a ton of potential - I love his ideas for new Ostruppen, Pioneers, and Artillery stike. My only quibble are with the Medical Supplies and Hull Down - while thematically appropriate both of the abilities are hardly used as is and would only detract from the commander being a viable one players would want to use IMO.
I would further buff the Pioneer upgrade to add either a 5th man or faster repair speed. I feel entrenching tools, Puma, Panzer 3 (Command Tank w/o Aura or Command Tank), StuG E, etc. Would all fit and also make the commander a bit more attractive.