It would be nice if Ostruppen Reserves were equipped with entrenching tools (sandbags and such) and maybe have an option to upgrade AT Rifles and Light AT Mines to better fit defensive theme.
Entrenching tools are a nice idea, considering Osttruppen have it in other doctrines. You think they should still come with 2 squads if they get the option for AT rifles?
Honestly for Mechanized I think it would be cleanest to just give them the plain 250 HT ability from Infantry (or lock the group behind BP1 so it has same timing if you *really* want the combo).=
I've thought of this, but changing it to Infantry Doctrine's 250 would definitely make this the meta commander for Ostheer. It already has spotting scopes and the CP4, two of Ostheer's strongest abilities. I think the 250 should stay bundled with a squad at 2+ CP as to not overpower the commander.
Supply Drop... I would like to see hull-down instead. Would fit better with Osttruppen. Also a Beute-T34 would be great as call-in instead of Supply Drop.
Replacing it with a different ability would also be a good idea. The ability in its current form doesn't offer anything you can't already build yourself. I'm personally a fan of hulldown. Not sure how strong a beute-T34 would be for Ostheer, it atleast should be tied to tech 3.
Hello, I'd like to suggest some small buffs to commander abilities that I would consider unviable. With this I mean their cost and/or timing does not fit their performance.
I'd like to focus on Ostheer for the original post. I know these abilities are not necessarily on weak doctrines, so fixing them is no high priority. I also know other factions, especially Soviets, also have abilities that are not worth it (Assault Guards for example), so feel free to dicuss that here.
Osttruppen Reserves
Commander: Mobile Defense Doctrine
Cost: 425 manpower
Timing: 3 CP
Gives: Two Osttruppen squads, either squad has 10% chance to come with a pre-equipped lmg42
Problem
I get the point of this ability. You get two cheap squads that immediately arrive on the battlefield and can be used to cap and to stall the enemy. However, at 3 CP most Allied squads destroy unvetted Osttruppen and light vehicles have already hit the field, making 425 manpower a hefty investment for units that can't fight infantry or vehicles effectively. Two Grenadiers don't cost much more at 480 manpower and are more flexible and scale better.
Ideas
1. Lower CP requirement to 2 and lower manpower cost to 360~380. Remove chance of lmg42.
2. Replace with Relief Infantry (gives Mobile Defense a way to use munitions).
3. Rework to single Osttruppen squad with 2 AT rifles (would help the doctrine after Puma nerf).
Mechanized Grenadier Group
Commander: German Mechanized Doctrine
Cost: 500 manpower and 20 fuel
Timing: 3 CP
Gives: A Grenadier with pre-equipped lmg42 in a 250 halftrack.
Problem
Even after the 250 buff and slight fuel cost reduction (30 to 20), this is the one 250 ability that I don't consider ever worth it. It does not have the early timing of Infantry Doctrine's 250 nor the potential to skip T2 as Mechanized Assault's 250 (which has Panzergrenadiers). At the 3 CP mark, it arrives when you generally have all the light vehicles and Grenadiers you need. At this point, Axis is more concerned with getting proper AT to counter the M20/Stuart combo, T70 or AEC/Valentine combo, than investing 500 manpower into a (now) flimsy clowncar.
Ideas
1. Lower CP requirement to 2 and lower manpower cost to 450.
2. Lower CP requirement to 2 and let the Grenadiers arrive with 2 stars of veterancy (gives +40% accuracy).
3. Replace with Mechanized Assault Group (250 halftrack with Panzergrenadiers).
Problem
This ability is in an awkward spot. The AT gun arrives after Allied light vehicles have hit the field (2~3 CP), so you already have an AT gun in most cases. Skipping T2 with this drop is not viable either, as the Osttruppen strategy requires light vehicles to work. You're also not saving resources with the drop, as the manpower cost is the same as building an mg42 and pak40 seperately, when recrewing with Osttruppen (578 vs 580 manpower). You're effectively trading the stronger mg42 for a late mg34, 10 fuel and 25 munitions. Its only real use is getting a 20 second earlier P4 or to give a proper AT-gun to your OKW teammate (but then, who uses Osttruppen in team games?)
Ideas
1. Lower CP requirement to 3 and change 10 fuel and 25 munitions to 20 fuel (Osttruppen doctrine already tends to float munitions).
2. Lower CP requirement to 3 and change cost to 250~300 manpower and 60~80 munitions. Fuel and munition crates removed (gives Osttruppen doctrine a way to use early munitions. Brings cost closer to Allied team weapon drops).
3. Lower CP requirement to 3 and replace mg34 with mg42 (makes ability a straight up better option if you need both an AT gun and hmg).
What's the opinion here of these abilities? Do you personally use them or have them had used against you? What do you think of buffing them? Would these ideas be a good way of doing that? Are there other abilities you do not consider worth it (even not situationally)?
The black Tiger Ace would be cool, but I'd rather keep the yellow thing than go normal camo. It just wouldn't be very distinct.
A tank ace wouldn't risk his life by painting his tank in such an ugly, visible color, he would become the prime target for the enemy. It's not realism, man.
The solution is easy: make the current skin default, but make TA affected by skins in loadout. You can keep your distinct Tiger Ace, while I can make mine presentable.
Imo mainline infatry should not have access to anti garrison tools (yes that goes for VG also).
That gives other units utility and thus increases diversity.
Garrisons are an annoying gameplay mechanic anyway (as in: too strong). Unless they made going point blank range counter garrison cover, I don't mind flame nades.
The Tiger Ace (in its current state) would have a much less distinguishable role over the King Tiger than the regular Tiger has. The TA has 1280 hitpoints (same as KT), less mobility than the Tiger and it's nearly as expensive as the King Tiger. It even has the Spearhead ability.
The regular Tiger on the other hand is a cheaper, less tanky but more mobile/aggressive alternative to the King Tiger that stands out much more.
I think Lago means a reworked TA, like the TA we have in the preview. I personally agree with him, not only because the Tiger would be too common otherwise, but also to keep mechanized assault more unique. I'd rather see the Tiger buffed, so people use it in the doctrines it's already available in.