American/UK units in soviet maps? NOTHING TO SEE HERE
Soviets in Bulge maps? NOTHING TO SEE HERE
Soviets + Western Allies playing together? NOTHING TO SEE HERE
JADGTIGER? NOTHING TO SEE HERE
CHURCHILL with a 17 pounder? OMG KILL RELIC NOW
I do agree that there is a massive overreaction here to the BP. I do recall it being requested by a friend and others back when we were still getting new UKF Commander sales
They need to lose a lot of HQ trucks to bad positioning before they understand placement better.
That said, HQ trucks too far back are no good either. And you can choke an opponent to death before arty becomes a real issue with aggressive enough play. Some maps are just too huge to not have fwd HQs without very long return times. Looking at you General Axis/Allies.
-Vet 0 Stealth detection mode: -25% speed +20 camouflaged detection +10 sight (current is -50% speed, +20 camo and minimap up to 70 range)
-Vet 1 20s 15 muni for 70 range minimap info
-After a truck is deployed, the unit self repairs when in allied territory, not having received nor moved after X amount of time. Doesn't remove snares criticals on it's own.
-Remove self repair at vet 3 and passive suppression/RA at vet 5.
-Move vet4 offensive bonuses to vet 3
-Vet 4 give it some small armor like +1
-Vet 5 give it a similar ability to suppress like the 250 HT. Reduces speed by 95% (so it can rotate but not cheese move around) and size by X and gives a small amount of suppression. Give it a munition cost if necessary.
Addressing this hypothetically, as I'm not sure that the balance team have the time for such an overhaul of an off-meta unit:
Is the repair, after truck deployment, locked behind vet 1, 2 or baseline? Wasn't sure from the way it was structured into your list. It is an innovative approach and might encourage more dangerous capping to get that repair.
Certainly the vet 0 appears to be a very interesting replacement. There is an issue though that it now self-spots for AT (60 range) and acts as a very cheap spotter for JT. IR HT sees out to 85 but it must redeploy each movement at the first sign of trouble. I think ppl would also complain that they're being bombed to pieces and spotted by a unit that can just reverse a little and is just out of range of AT guns. Not sure how to balance it.
How much do people use the timed minimap scanner abilities anyway? The cost is cheap which makes it more palatable, though I do wonder what people feel towards such abilities overall.
I have no idea why the current offensive bonuses are in such a steep level, the unit hardly ever reaches vet III, much less mowing down ppl even at vet IV. Sounds good.
Armour seems fine.
Vet V's current suppression is rather low. I cannot extract the data values as we lost COH2db but I recall it being much lower than an MG. Field testing had two+ full bursts required to suppress a squad and often ignored in light cover. It will suppress but slowly. A more effective suppression could work and the current vet V 10 model size might make it viable. Buuuut vet V is an incredible achievement in itself for this unit. Not sure how to go about balancing that personally.
Can Allies get an equivalent then? Or is that Major recon?
Sure I can see it happening if you tag it to an ultra light vehicle that has to exist in an environment where faust is everywhere
But more seriously Allies have nondoc equivalents with mortar flares, improved infantry sight (pyrotechnics) and USF get out of jail free card with more smokes than anyone else and yes Major recon.
it takes 2 shots from su85 for your info... and are u saying that this unit is ok the way it is? toggle is crucial time? like its to much micro? just press hot key 1 time really fast. almost like no time at all. if he wants free passive long range vision he will buy again and vet it up carefully..
Kubel effective hp =240hp
Effective hp left after SU-85= 80 hp. Armor 3/1.9. Inf unit sneezing at it? Death.
I don't think you read what I actually typed.
Inf unit looking at it = Death. Snared = Death. Constant micro tax looking after it = High chance of lost unit elsewhere. Outnumbered by allied inf = Very bad time for OKW.
And how will this player vet it again in the midgame onwards? LMG inf will melt it. PTRS penals eye it and a magic trick makes it disappear. Cons shoot from behind sandbags. AT guns exist in x2 extremely often. It doesn't happen as I already explained. Late game in arty heavy environments? Less than a snowball's chance in hell.
It dies in one shot and an inf unit sneezing at it. Becomes a liability extremely quickly and exchanges one squad for its presence. If it gets into trouble, with its reduced speed with the mode active it's extremely unlikely to be seen again. Eg: A snare off or tank/LV. Sure the ability is a toggle but that's crucial time you don't really have. And you will not get another vet 1 kubel unless your opponent is hopeless.
Radical solution: You ignore their TD spam and focus on murdering their infantry. Allied inf are no match for Axis inf late game, esp after attrition picks up and they are forced to replace mainlines with fresh ones against stock elite Axis inf. Eg: A lot of SU-85s meandering around uselessly, fearing a PaK 40 showing up or worse.