I find the non-doctrinal late game sight options severely lacking when playing Ostheer or USF with Captain tech. Below is a comparison between sight options for each faction. I'm excluding ultra light vehicles because they most likely won't survive the late game. I'm also excluding recon overflights and MG bunkers / pits because their purpose is not sustained sight. I'd also exclude Snipers because I don't like to use them, but added them anyway for a fair comparison.
From my point of view, the sight options of Soviets are the most powerful, while also directly tied to their AT units. UKF has the most abundant sight options and won't have a problem getting a unit in position for frontline spotting. OKW's sight options aren't the most effective aside from the UHU, but they're on durable units. Ostheer's sight options are either on fragile units or not very effective. USF must crutch on the M20 or Stuart for sight and only has a vetted AT gun as sight option if Captain tech was chosen.
I think sight differences are an important factor for why Captain tech is not very popular, Ostheer late game is lackluster and why certain commanders get neglected. I therefore came up with some ideas to make late game spotting more doable as Ostheer and USF:
Ostheer:
- Mortars can fire flares once T4 is researched.
- Ostheer Panthers can launch a flare with their "Nahverteidigungswaffe" grenade launcher.
- Pioneers can upgrade with a Recon package once T4 is researched. Locks out Flamethrower, increases their sight to 50 and swaps their MP40's for Kar98k's.
USF:
- Mortars can fire flares once Major is unlocked.
- The Lieutenant and Captain gain a sight toggle ability once Major is unlocked that increases their sight but slows them down to walking speed. Fits with them having a binocular.
- Rear Echelon gain the option to upgrade a Recon package once Major is unlocked. Takes up a weapon slot, increases their sight to 50, lets the mini AT mines they lay launch a tripwire flare when activated.
Let me know what you think.
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