Smoke Raid Operation
- Does this really need to come no sooner than 4 CPs? Vanguard has the same ability without any smoke, but it's cheaper and also lets vehicles capture points. And that ability comes at 1 CP. I think this ability should be reduced in CP cost. Yes, it hides your squads, but your enemy knows this because the smoke alerts him that they are hidden.
This one is my FAVOURITE ability in the entire game (all factions/commanders etc). What the ability does is:
For every unit you own that is in friendly territory, give them a buff that:
1) Gives them the ability to stealth ANYWHERE on the map
2) Allow the unit to decap faster
The affected units retain both bonuses even if they move on enemy territory. The ability is best used offensively on units that can actually hold fire (i.e., Commandos, Snipers), when you want to pull off a nasty flank.
(If a squad was not on friendly territory when you activated the ability, it doesn't receive either bonus).
Otherwise, the only issue with this commander is that the only non-munition-costing ability is overpriced. Do as Svanh said, basically.
Anti-Building Flame Mortar Support
- I've never seen this ability do anything, not even sure if it works, and I think the concept sucks in the first place. Why should it only be able to target buildings? Make sure the ability actually works and then remove the building requirement. If it's too weak or too devastating (again, never seen it so don't know) then adjust its power.
Currently, there is one and only single use for this ability. It's for 4v4 when your opponent is emplacement-spamming (bunkers, Pak43, caches), and is foolish enough to place many such emplacements next to each other (e.g., command & healing bunker next to a Pak43). One single application is good enough to destroy OST bunkers in one go.
I would rather that this ability drop flames on all buildings, even ungarrisoned ones.
Demolition Specialist "AVRE"
- Why does the Sturmtiger come at 11 CPs but the AVRE which has both less range and more importantly much less one-shot ability of tanks come later than it at 12? especially considering that the AVRE is the main appeal of this commander. I would lower the CP cost to 11, maybe 10 unless that's too powerful. It does have to be noted that the AVRE will receive an indirect buff against tanks when the next patch hits, as the tulip rockets will immobilize them for it, so I think with that and the CP decrease this unit will be in a great spot where it's worth getting but not OP.
AVRE is one of the best support-gun negaters in the game. If the AVRE comes any earlier than this, this will have an effect similar to an extremely-early KT vs USF (with no Jacksons); OST will simply have nothing to counter it with (yes, Stugs; but Stugs are nothing without support).
With an early AVRE, the following can very-well become a very valid strat:
- Royal Engineer spam
- No T3
- Stall with Pak wall and/or PIATs and wait for AVRE
The best counter to REng spam is support weapon spam. However, an early AVRE will throw that counter out of the window. Basically, this is going to be the CaptainSPrice UKF strat on steroids.
I would say it's the Sturmtiger that needs some toning down, instead.