If reducing the passenger moving accuracy to the m3 is the way to go should the same be done for the M5 since it available to UKF with the new commander that have access to Thompson and are similar to cav riflemen?
The USF M3 has an extra passenger shooting out of it (5 vs 4) and comes earlier.
IMO, the best solution would be keeping the movement penalty only for the WC51, while reducing the amount of passengers that can shoot out of the USF M3 from 5 to 4. That way, the USF M3 remains a definite upgrade over the WC51 and things like M3 + Zooks won't be nerfed into the ground.
Pz 4J : need Support Armor Korp or heavy panzer corps -> need Support Armor Korp or unlock phase 3
+1
Currently, with T3 skip you pay 35 fuel of extra tech for the first P4 J and forego an early Ostwind. It's too large a trade-off just to save 15 fuel on T4 (35 vs 50 total).
Delaying the first P4 J by 10 fuel, while still having to pay an extra 25 fuel for T4 later is much more reasonable.
That's also an option. I'm just not sure the commander "needs" cover to cover or sprint. But I'd rather have it be sprint than cover to cover since that is either the most expensive source of smoke in the game or just another incentive for blob charges, both of which are undesirable.
Agreed, tagging a 70 munition cost to a simple smoke + sprint ability makes it very situational and clunky. If you just want to flank / assault an hmg with 1-2 rifles, you pay a completely disproportionate amount of resources. Even global sprint or a normal smoke barrage would be better already, there's little reason for them to be combined.
Making "fire up" viable again, doesn't mean we have to have it in this commander, though. The commander basically recycles everything but RE nades (and molos) from other commanders. There aren't a lot of unique things in it when compared to the other commanders.
I'm all for finally making fire up usable again, I have even lobbied Andy and Miragefla about it
I get your point, but your Urban Assault Equipment suggestion has a totally different purpose than Cover to Cover and Fire Up (sprint abilities).
If anything, your idea should replace Rangers and be buffed accordingly, like lowering the RA of Riflemen when upgraded. This would make the commander feel a lot more unique already.
So the idea is to turn riflemen to super conscripts with improved ourah/molotovs?
NO I don't think this is good idea.
Fire Up is 15 munitions.
Riflemen molotov is 30 munitions.
USF would have through burn a lot of munitions to spam these abilities like the Soviets can, which comes at the cost of delayed BAR's etc. I personally think Fire Up is a much better alternative than the forced combination of smoke + aura sprint for 70 (!) munitions.
Either quick place + 10 muni cost OR slow place + no muni cost.
Also fix the red cover it creates, the unfitting voice lines it triggers and it pushing squads out of the capping circle. If those can't be fixed, I rather see the flares replaced.
No, the M3 Half Track that comes in the USF Mechanized Commander.
Is it possible to keep the 30% movement penalty of the WC51, but decreasing the amount of passengers that can shoot out of the USF M3 from 5 to 4 instead of the 30% movement penalty? This would nerf Cavs in the M3 slightly, without drastically decreasing the potency of zooks in an M3.
I feel the fuel point should be swapped with the muni or corner point. It's a large 482x482 map and the fuel points are very close to each other, with only a VP between them. This makes it hard to comeback if you get pushed off, because of the long distance between your base and the fuel points and because your opponent can quickly seize both fuels.
I also feel the double cut-off should be moved apart. You only need 1 hmg/blob/bofors to cover both cut-off points, leaving little room for an alternate approach when breaking out. Neutralizing both points with a single squad is very easy.
The nearby garrison further strengthens cut-off play because you can continually retreat and harrass to and from it, requiring you to take control over both the cut-offs and the house when pushed off. I think the garrisons should have a weak side by physically blocking some of the windows with sight blockers.
These changes would promote taking a wider approach, with less focus on just taking both fuels and harassing/locking down the double cut-off, which would improve the map in my opinion.