Repost from the main thread:
I want to reurge that the new stormtroopers with instant ppsh-like mp40's are very strong when deployed from an ambient building. From the few matches that I tried against players, they could really turn around a fight, with allies needing atleast 2 squads to deal with them. You can't really fight them at range because of their cloak.
If this remains unchanged, they will be by far the most effective infiltration squad. From the comparisons that I made in cheatmode (8 fights against a conscript squad at point blank range):
- Stormtroopers squads lost 1/4 of their health on average.
- Partisans lost 2/3 of their health on average.
- 3-man commando infiltration squads lost 1/2 of their health on average.
- All JLI squads died with conscripts losing 2/3 of their health on average, (which is interesting, considering grens win around 50% of the time against conscripts).
I'd advise that they either need to upgrade their mp40's for ~30 munitions or deploy with 3 models out of 4, to bring them in line with other infiltration squads, (I prefer the second option). |
I want to reurge that the new stormtroopers with instant ppsh-like mp40's are very strong when deployed from an ambient building. From the few matches that I tried against players, they could really turn around a fight, with allies needing atleast 2 squads to deal with them. You can't really fight them at range because of their cloak.
If this remains unchanged, they will be by far the most effective infiltration squad. From the comparisons that I made in cheatmode (8 fights against a conscript squad at point blank range):
- Stormtroopers squads lost 1/4 of their health on average.
- Partisans lost 2/3 of their health on average.
- 3-man commando infiltration squads lost 1/2 of their health on average.
- All JLI squads died with conscripts losing 2/3 of their health on average, (which is interesting, considering grens win around 50% of the time against conscripts).
I'd advise that they either need to upgrade their mp40's for ~30 munitions or deploy with 3 models out of 4, to bring them in line with other infiltration squads, (I prefer the second option). |
Sadly I don't have all commanders, so I couldn't test everything, but here's my feedback/opinion:
250 halftrack
First 2 bugs:
1. It has a sight bonus at both vet 1 and vet 2.
2. The description says it can reinforce when dug in (it can't for me).
It's pretty cheap and actually has some utility now, but it doesn't really excel in any role. As a troop transport it has a weak mg and low health (worse than 222 or 251). And as a mobile bunker it has terrible suppression. Suppressing a con at long range (no cover) took <0,5 bursts with the mg42, 1 burst with the mg34 and a total of 3 bursts with the 250. My suggestion would be to either (with possible price increase):
1. Increase suppression (mobile bunker)
2. increase mg base damage (harassing vehicle)
3. Add reinforcing when dug in (support vehicle)
Veteran squad leaders
The added survivability is great, but there are some drawbacks compared to the other upgrades:
- Compared to double G43's: Around the same close range damage, bit lower mid range damage, bit higher long range damage. 15 more munitions, no interrogation.
- Compared to LMG: Higher close range damage, higher midrange damage, lower long range damage
(Also effectively costs 30MP and 1 pop cap more)
The damage profile above seems fine, but the problem is that the squad potentially has far lower damage retention because the g43 is non-transferable. Considering this ability is the commanders's prime feature, that's the only thing I would change.
Commissar
The unit is cool, but IMO the forward retreat point is too much if you consider the free combat abilities, free healing and spammable propaganda arty. Could make soviets far harder to dislodge in the late-game (which is already relatively hard), while they can pound at you much more often.
Scorched earth
Don't like this ability in its current stage. It essentially locks up cut-off points for 90 seconds (which is an eternity in 1v1) unless you send mine sweepers. It slows down the game too much. I think the point should atleast be neutralisable. Otherwise it should be fully capturable while providing resources to the soviet player as long as it's in soviet hands, but not to the axis player when it's in axis hands, until the 90 seconds are over. The flames are enough of a deterrent and give the soviet player plenty of time to react. If not, then maybe it could be tweaked to burn longer/wider.
Forward Observation Post
No reason to choose the 60 fuel building conversion option now when you can just upgrade the forward assembly for 10 fuel (which is also more flexible and useful). I think upgrading the forward assembly should cost 100mp + 20 fuel, while converting a building should cost 300mp + 40 fuel and give the ability to reinforce (together with the arty abilities). About the ability costs:
1. The smoke cost should atleast be halved.
2. The strafe plane is a wipe machine so 150 munitions is fine.
3. The recon almost covers the whole map and should therefore not cost less.
4. The arty strike is less powerful but can be used to cheese OKW trucks so is probably also fine.
5. The artillery cover is multi-functional so 180 munitions seems reasonable.
Others
Stormtroopers: Really like them, they finally have their own distinct role now. Lower mid/long range damage than stg's, but far more utility (something which Ostheer lacks IMO). Having buffed mp40's while being able to pop out of buildings seems a bit strong tho, maybe make the mp40's a free / low cost upgrade that takes some time?
Stug E: Higher projectile speed and AoE makes auto-firing a bit less depressing. The potential max damage seems lower now, but that's more than a fair trade-off for the survivability buff.
M-42 AT gun: Canister round is okay-ish, better than nothing-ish. Penetration is fine considering the price (but will still ofcourse bounce a p4 more often than not). Stealth also makes hit-and-run attacks a possibility. FoW tracking makes it somewhat useful in the mid- to late-game.
KV8: The inspire ability is like tactical movement lite, good for chasing down damaged tanks. Fuel price is maybe a bit hefty for a meatshield with a peashooter and a flamethrower.
Forward headquarters: I think many people voted for this commander because they wanted to see the cheesy HQ get changed. It's really unplayable on some maps. Not sure if the CP increase fixes this, but otherwise I'd consider removing the aura buff while lowering the fuel cost a bit. Being more durable, garrisonable and denying your opponent the building seems like enough of a benefit to me over the field post.
Crocodile: It costs 150mp and 70 fuel more than a normal Churchill and has lower health, while "only" offering a flamethrower in return. I would rather have artillery cover replace this again, the commander becomes really bloated otherwise. That would also mean you have an ability that's not restricted to the forward observation post.
Air resupply operation: Team weapons become really cheap and spammable with this ability. Altough it's good that munition costs have been reduced to make the rest of this commander's abilities more useable, I would atleast lengthen the cooldown for this ability a bit more. Maybe the mp cost could also be upped to 150?
Recovery sappers: Only logical changes, it's sounds far more useful now that it's only one squad and actually has some distinctive qualities. BUG: description refers to "squads" instead of "squad".
Overwatch: Never played this commander, but replacing sector assault with an LefH seems like a nerf. Considering this commander is mostly chosen in 1v1, I would personally choose an off-map ability over a fragile, unpredictable unit that delays my tanks and takes up pop-cap (even if that off-map ability is quirky).
105mm dozer: At vet 2 it has more health than a Brummbar. Not really a problem, but it's interesting nonetheless.
240mm: This doesn't get used because its extremely unpredictable and costs an arm and a leg. Making the first shell a guaranteed hit and lowering the cost to ~200 munitions would atleast give it some use.
Mechanized Company: Oh God, the buffs, TwistedTootsy is gonna kill us all... AAAAAAAAAAAAAAAAAAAAAAAH!!!! |
Some things I've noticed in your replay:
- You shouldn't have more than 2 sturmpioneers on the field. They're expensive glass cannons that quickly drop models once focused fired on. Try using them together with volks. Set your volks behind cover to distract the enemy, while you flank with your sturms. Sturms are also great at forcing your opponent to take long range engagements - which your volks excel at - because their stg's shred squads that try to close in.
- Don't blob your units. Blobbing means you lose map presence (you can't cap the map as effectively) and can be punished severely if your opponent knows what he's doing (e.g. one well-placed mg can force a mass retreat and any indirect fire weapon becomes much more dangerous).
- The sturmoffizier is pretty bad. The buff is decent, but the squad itself sucks at killing. Also, if your opponent kills the officer, it retreats all your surrounding squads, which is not something you want to deal with. Another volk or fusillier squad is generally better and safer.
- The stuka was a weird choice as first vehicle. It works pretty well against buildings and support weapons, but against a mobile army like usf, a good opponent will just dodge most barrages. It's also very vulnerable to early vehicle rushes. He barely had any AT on the field, so a sneaky puma from the flanks could've made quick work of those mortar halftracks and could've dealt with those mg bunkers at the northern VP.
- The jagdtiger is not a good unit in 1v1's. It needs allot of support because of low mobility (gets flanked easily) and costs allot of pop cap, which means you won't have enough of an army to contest the rest of the map or fill the anti infantry gap. Try the doctrine with the command panther or just make p4's.
That's all for now. Your opponent wasn't a cheater, he just happened to be pushing the sector where your stuka was. My advice for starters would be to watch high ranked matches on twitch or with the spectate future and copy what those players are doing. |