Armor Company
Rationale- This commander mostly suffers from the fact that HE Shermans greatly overshadow Bulldozer and non-functional abilities (Thompsons and RNG Bombs).
Changes - Tweak Bulldozer into something like a Brummbar. Make RNG bombs less RNG (closer to Railway Arty). Elite Vehicle Crews - Turned into an upgrade - some nominal bonus that could be A) Increased Repair Speed and/or B) Similar to Brit Tank Commander that gives slight accuracy, sight, etc. Bonus. Assault Engineers are still pretty underutilized despite recent buff - I think adding a 5th member veterancy to Vet 3 would help them scale a bit better and would help.
Airborne
Rationale - Pretty good commander but could be tweaked to be more efficient. I don't think it needs a ton of changes but a few changes would be great for QOL.
Changes - Change Support Weapon Paradrops by reducing MP and adding Munitions cost. Pathfinders - I don't know honestly, nobody uses them even after last round of buffs. Move them to CP0 or add some kind of ability like Vehicle Mark Target?
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Advanced Warfare
Rationale - Radio Intercept, 85s, and PPSH are all good but the bugged IL2 strafe and so-so Concript repairs hold it back while the better IL-2 Loiter in Armored Assault overlaps too much.
Changes - Replace Conscript Repairs with Dushka (Advanced HMG for theme) and Fix IL-2 Stafe OR replace it with a better off-map strike but not IL2 Loiter because of overlap.
Conscript Support Tactics
Rationale - The core that makes this commander possibly good (PPSH and KV1) is done better with Guard Rifle Combined - with a better Conscipt buff loadout it could be a good commander.
Changes - Replace Repair Kits with PTRS Package and Replace Incendiary Barrage with either Combined Arms from Heavy Calvary or For Mother Russia. If it's possible, changing the KV1 into a Command KV 1 with Aura would be really cool IMO. Now you have a versitile Conscript commander that can be Assault Troops or Light AT that synergizes with KV1.
Misc. Ideas
Giving Counterattack Tactics the Breakthrough ability from Encirclement would be cool thematically where you could have crazy For Mother Russia + Breakthrough attacks with blitzing T34s. I think replacing KV1 would be acceptable since we all know that KV1s are not for counterattacking (lol)
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I think the reason no Rangers were used in GCS2 has more to do with USF build orders at high level play than Rangers being bad or having a non-optimal weapons profile. Short story is that it's very hard to squeeze in a 400 MP unit at 3 CP when you already have several rifles and officer unit - it just sets you up for MP bleed or missing out on a vital support weapon at that time of the game. Factor in higher unit preservation at that play level and the chances of having to replace a Rifle squad that early is minimal so you just see a lot of BARed up Rifles. Personally I find Rangers to be one of the best Infantry units in game when you consider their target size, veterancy, and DPS. |
I think reducing the fuel a bit would be acceptable seeing as how it's basically a durable and more mobile land mattress now. I agree with Stark that buffing the rocket stats would be a bad bad idea. |
Doctrinally consider using the M3 or M5 halftrack with bazookas inside. You can easily flank HMGs and bunkers without being suppressed and can also deal with scout cars to a degree. Also as long as you don't have a terrible start rushing out an AA Halftrack can shut this down pretty hard - just get used to microing it so that the main gun is firing. AA Halftrack can easily counter a 222 1 on 1. Greyhound is indeed pretty bad after they nerfed the main gun damage vs. vehicles - it's purely AI really. |
Yeah, I got KF Winter the other day as East Spawn and sighed when I realized that the Summer changes weren't copied over. Personally I'd sooner have them remove it and then add a new map. Duplicate maps after they removed Cold Tech is pretty pointless. |
Eh, it's more like it's balanced now and now that it's not OP the rest of the lackluster doctrine shows. LMG is the only other really good thing after the nerfed the M5 Meatgrinder and if you want LMG then Infantry is much better. Calliope itself it still good for area denial or players with heavy support weapon concentrations but it's useless for trying to nuke single targets like it used to be able to. (Which in all honesty was cheesey and annoying to play against) |
The RE mines are actually very cheap and while they don't do much damage they slow charging tanks enough to either allow you to disengage or to back out of their range and use Jackson's superior range to turn the engagement in your favor. They are best used on flanking routes where your Jackson would have to rotate it's turret to buy you time. Also I wouldn't underestimate what 2 Zooks on a RE can do in dissuading a PZ4 from diving your Jackson. |
I don't know why they scrapped replacing ML-20 with B4 in the last patch. I mean nobody ever uses the vehicle direct fire ability unless they are trolling (usually) but at least it would make sense. Plus I hate abilities that are only available in one commander - IMO every ability should be in at least 2 commanders. |
I wasnt in Alpha so I don't know how OP it was. But adding the different Mortar Pit shells to Advanced Emplacements could be nice to make it relevant again. OR as part of a new defensiveish Brit commander that isn't obnoxious like old Cancer commander |