Uhhh I was actually hoping for some feedback on my ideas but yeah I mean I suppose this works too.
Alright then: Huge thumbs up (to both u and the other suggestin ones) for trying to think of commanders who would actually fit into the game and have a certain theme, instead of just making a list of top 5 most attractive things from other commanders which i was afraid would happen |
Id love the USF one to be built around preservation and defensive play, so kinda a 180 turn from the faction themes (which I know isnt exactly what commanders should provide, but its too late to think about that)
A medical M3 or M5 car that serves as a reinforcement point, but cant be upgraded with the AA. So basically an armored ambulance that also shoots and transports. (Technically it isnt in the game but all u need is to add an ambulance ability to the M3 or M5)
A springfield upgrade cheap for rifles or expensive for REs, has stats of either lee enfields or kar98ks
Then of course the rifles building shit...
Fighting positions gettin same upgrades as wehr bunkers (it would be without proper models, but screw it, perhaps the medical could work like OKWs medical HQ with skins of US medics)
And finally... im outta ideas, maybe a recon loiter or support weapons para drop or the smoke call in
The Brit one would be partially about bringin the stuff from alpha (more about that in other thread) and also very stealth based
AT commandos, based on AT partysans, (but pls no cheesy building pop, hiding near the repair HQ to rape that vet5 KT with 1HP will be painful for the axis enough)
Camo upgrade for support weapons
The recon IS with camo
Also those REs with demos or the officer or whatever else it was cut
And finally stealth for vehicles (based on OKW)
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They are all included in my All Units mod, so you can try them already
Piat Commandos are just commandos with 2 Piats.
Recon section has 4 scoped rifles, assault grenades (every squad member throws one) and can camouflage.
Observation Officer can call in a barrage from the sextons on the field.
Thx a lot, this would be nice in the game |
So the KT used to be the Iwin button and was basically the destroyer of squads. Now it got nerfed so much that it generally isn't worth the immense cost. It's practically never used in any of the higher ranked matches.
I personally think the KT's general performance right now is pretty balanced, but it gets countered too easily by the much cheaper tank destroyers. One of the biggest problems is that tank destroyers can just kite it at max range, leaving the KT completely helpless because of its lesser range and slow speed.
Instead of buffing its damage output (potentially increasing the wiping potential again) there are two options readily available. The first would be to buff its armor, giving it much better protection against tank destroyers at max range. This would however create similar problems as before when the KT was invulnerable at range and would even bounce a lot at close range.
Therefore I would propose another solution: giving it smoke launchers as a standard ability. It could be similar to the Wehrmacht's doctrinal smoke launchers, although a bigger cloud wouldn't hurt because of its slow speed. A smoke screen would allow the KT to retreat in situations it would otherwise get eaten alive by TDs. Yet with the attack attack ground mechanics, it would still be somewhat counterable for the Allies.
Also lowering its vet requirement wouldn't hurt because it can barely get past vet2-3 because it arrives so late.
What do you guys think?
The smoke might be good and the veterancy requirements reduction is definitely a good idea |
Unused British units:
- Recon Infantry section
- Piat Commandos
- Observation Squad/Officer
Oh I would love to see those.
Do you know somethin more about them, like abbilities, or where would they come from, or...? |
This is not my idea, but its almost as good as if it was mine:
A nice commander ability would be to call in an other factions mainline infantry unit, so for example US could have a commander who calls in grens in US uniforms with springfields, but exact same stats and so on...
Technically it could be seen as a sign of symmetrical balancing, but... it really isnt |
USF:
Airborne- every thing except for the last one lowered by 1CP, possibly also cheaper paratroopers, drops should arrive with a crew.
Mechanized- Raid is unnecesary (u already have vehicle crews, so it only makes sense for situations where enemy is close enough to shoot at the crew but doesnt enter the point), this ability should be swapped with the smoke raid frome British commandos regiment (since Brits dont really benefit from global smoke). Also the jeep needs a slight buff/cost decrease. Also Possibly making the M3 upgradeable with a flamethrower?
OKW:
Add veterancy to the goliath... kappa
The sturmtiger needs either a cost decrease or just replace it with brumbarr |
I suppose a middle ground option would be to add an AT Grenade upgrade to sections that is mutually exclusive with Med Kits and Pyrotechnics Supplies. Tradeoff of on field healing for snares is pretty fair I think. With addition of Forward Assembly Medics a Brit player can choose to focus on AT if they want to. That way AT Sections retain their flavor of having light AT support AND free snare upgrade.
Also a great idea. |
I would be more for the AT tommies, since now, they dont have anything to reliably stop LVs and be effective against infantry at the same time |
I’d prefer to just see the mortar pit become more durable to indirect fire, but receive a nerf so that it can be damaged by small arms, or have the crew inside killed (not sure if that’s possible though). This makes it viable and not instantly countered by an opposing mortar or two, but still need to be protected.
New Mortar pit: expensive and immobile, but mostly immune to counter battery fire. Give it the same range as the other medium mortars but a lower rate of fire per tube in auto fire, so it’s only equivalent to about 1.5 mortars in auto fire, but gets a powerful barrage that fires as fast and hits as hard as two regular WM mortars.
Yeah, this is a nice rework.¨
It would also require brace nerf/remove though |