I only voted other on the OST one since although i like the Pgren Shrek Lock behind tech logic, i dont think that there should be doctrinal exceptions. That will make the game confusing.
I would suggest following the line OP has started to lock Shrecks behind either T1 or T2 built, like grens faust.
I'm surprised not more people want Schrecks locked behind the T2 building. I would like to point out that Schrecked Pgrens into the new buffed Ostwind is very strong in the preview, and I wouldn't be surprised if it becomes the meta for 1v1. I don't feel that was the intended effect of moving Pgrens to the HQ.
What would you do with the Mechanized Assault Group, maybe let them come pre-equipped with Schrecks at an increased price? I feel Mechanized Assault will become unviable once the patch hits. The Assault Grenadiers and Tiger are already in the new doctrine, with stronger abilities, while the HQ Pgrens give you an AT option when skipping T2, essentially making the Mechanized Assault Group obsolete. The only reason to pick Mechanized over Reserves would be Stugie spam into Tiger stall, which is mostly a meme strategy.
Make the Airborne HQ as a British HQ: reinforcement, reconnaissance aircraft, transfer the IL-2 23-mm strafe to the headquarters.
Give Airborne Guard artillery strike as Pathfinders reconnaissance group. they don’t make sense to appear in the enemy’s rear, they can only cut off the fuel point, they can’t even cut off the usual point, as most likely it will be resources cache.
This sounds like a better idea than a command tank (altough you could move some of the concepts over to it). Did you feel anything for "Air-Ground Coordination" or "Improved Radio Equipment"?
Airborne Guards could do with a timed demo, like Airborne Paratroopers, it would be enough to take down a Howitzer and be easier to balance than a strike.
SOVIETS
1. Merge the Airborne Rally Point with the Airborne Guards slot.
No more merging pls.
Do you consider Pathfinders having beacons a merge? Cause this would basically be that.
a. Add "Air-Ground Coordination".
A superior version of combined arm whith cheaper vehicles, not really a good idea.
Combined Arms is also virtually unused. Might as well extrapolate this change to Combined Arms. Consider that even with Recon added, it has a hefty munitions cost and veterancy bonusses are replaced with the Combined Arms bonusses. The trade-offs are there.
b. Add "Improved Radio Equipment".
Calculate the minimum reload of these T-34/76 you might find way too low.
It's a far slower rof and penetration than M4C's, which also have Radio Net. Could add a small fuel cost of 10, instead of a munitions cost, to make spamming it slightly less powerful.
"I feel the Soviet Airborne commander is lacking something. Strong Soviet commanders like Urban Defense and Guard Motor offer both good infantry and vehicle options, while Airborne only offers good infantry options. By merging the Rally Point with the Airborne Guards, you can add an ability that makes stock vehicles more potent."
The aim should be to increase the number of commander used not make one commander everyone uses. If the Urban Defense and Guard Motor are strong they should be nerfed to level of other commander so that more commander are used and if soviet faction is then weak it should be buffed. Commander should be bourght to about the same power level.
How do any of my suggestions turn Soviet Airborne into a be-all end-all commander? Why nerf most Soviet commanders instead of just giving Soviet Airborne something that helps its lategame?
USF
2. Replace Cover to Cover with Fire Up (10 second sprint for 15 muni).
There is no reason to create "super conscripts" with sprint and flame grenades or RE that can sprint use smoke grenades and rifle-grenades.
- The sprint is more expensive at 15 munitions (vs 10).
- The Molotovs are more expensive at 30 munitions (vs 15).
Every time Rifles would use one of these abilities, they delay their BAR's, a trade-off Cons don't have.
Also, how is a 10 second sprint a problem if RE's have smoke grenades and rifle grenades? The riflenade launcher is a far too slow weapon to kite with, not to mention it would miss anyway if a squad is chasing you.
What would you do with Cover to Cover otherwise? Do you consider it worth using currently?