And they are available on even IS right now, you dont need to upgrade medics for IS when you have medics in Field HQ
Good point, I wonder if someone could make an engineer/commando based army now that tommies wouldn't be required for their medkits. |
I would like it so that in order to get the KT out, they need to have all three of their buildings standing. So the counter to it would be to destroy one of their buildings so they'd have to rebuild.
In return you reduce the KT's cost. I like the idea of "Impending doom unless you try to stop it". It also makes them think more about building placements if they want to get the KT out.
Just personal opinion. Other then that KT wipes full health squads all the time. |
What do the new base howitzers for British do now? It sounds like they fire faster, are they also more accurate or the opposite? |
I'm still concerned about the royal engineer commander. Avre got quite the health nerf when it's one good attribute could be that it was used as a meatshield and distraction for your other units to attack with. Additionally, turtles end up having a lot of AT weapons, so I feel the avre needed that health to get in, fire, get out.
The problem with the command ability is that you end up having to sacrifice a pretty good vehicle in order to make it a commander, wheras the panzer 4 command tank is actually pretty damn good at killing units.
Lastly the biggest problem with mortar support is that it's at like what 8/12 CP? Buildings are a bigger factor at lower CP's, it should be at like 6 in my opinion. 13 CP a tiger can come out.
Other then those three complaints I think all the other changes were great and definitely make those commanders better. |
I'm sure it has lower armor because of the flamer upgrade. If it was durable a long with that it'd be a nightmare to kill.
Could make it so that it has that high armor, but when it upgrades it loses armor in return for the flamers. Then again the tooltip would need to say that. Also it comes across as a bit weird. |
Whats weird is that the Wasp has incredibly bad fire on the move penalties. It seems like a bad idea but if it's unprotected having a Gren just walk straight at it to stall until it leaves isn't all that bad of an idea. I've been on both ends of this and it takes a wasp like a whole minute of retreating and shooting to kill a gren squad for some reason. |
Here are some suggestions for ones that I use for now. Here's the thing Smith, you can make a lot of these commanders viable just by adding call-ins, or really good units (Say a pershing). Is that a road we are taking or are you saying making it viable with the same abilities it has? Because making it viable with the abilities it has is going to be very hard for some commanders.
* (USF) Recon Support Company
Imo this one is the hardest because what exactly is it supposed to do? Give vision and information I guess? But like that's literally the only thing it does. It gets a recon plane which is nice, but no artillery call in to come with it. Calliope gets the air recon but gets the artillery battery as well. The only thing I can think of is making IR pathfinders/Greyhound the interesting part of the doctrine by giving them buffs/utility. Maybe the whole theme of it is that if you hold out long enough, you get to call in a huge badass army. As of now it's too weird to just sit on all that manpower and literally do nothing until then. Might be wiser to replace the last ability with like an airborne centric ability.
* (USF) Mechanized Company
Seems this commander encourages early game utilization of fuel to keep pressure on the enemy, but then when later game hits you can recall your vehicles so no harm no foul. The M3 halftrack is just a little too expensive. It's not the worst commander really, it just has no late game. Maybe swap the air recon with an EZ8 or Pershing to insensitive that it is a mechanized army?
* (BRITISH) Royal Engineer Regiment
Anti-flame mortar needs to come in far sooner. Brits have a hard time clearing buildings so on a city map it would make this commander far more worthwhile to pick. Command vehicle is nice but the drawback is you are never going to use the tank you build with it because it becomes too damn slow(Also its bugged?). The avre is just meh in every way possible. It doesn't fire very fast and telegraphs really hard. It doesn't do nearly enough damage to emplacements. It has no significant impact for its cost unlike the stormtiger (1 shot wipes all day).
* (BRITISH) Commando Regiment
Smoke raid needs to have smoke occur IN the sector not at the front if it. That way you can actually assault a heavily defended position. Assault needs to effect all british units, but not give an accuracy buff to them. Commando glider needs to be cheaper. Thing is, Assault and Smoke raid kind of overlap in their jobs.
* (OKW) Luftwaffe Ground Forces Doctrine
Make Airborne Assault good, and I don't think heavy fortifications belongs in this commander. Something else useful?
* (WEHRMACHT) Jaeger Light Infantry
Incredibly munitions heavy commander. Make Ambush camouflage a cheap upgrade they can get for going this commander. Maybe add stun grenades somewhere. This commander has really good abilities its just so much muni cost. This is also one commander that actually could benefit from smoke bombs since its about infantry and blitzing with support.
* (WEHRMACHT) Osttruppen Doctrine
Biggest problem is osttruppen don't scale. Maybe a command tank or a way to buff up Osttruppen a little bate late into CP's? The Field officer just needs slight buffs and he'd be really damn good honestly.
It's hard to fix these commanders without adding new abilities or call ins, and we don't even know what we're allowed to do. |
I have to say that I'm a big fan of the OKW changes in 1.3 of the DBP - I think overall the balance team did a good job of nerfing the more cancerous aspects of OKW while buffing the things that needed buffed especially SturmPios, Raketen, Falls, and Obers.
PS. I'm so sad that Airborne didn't make the cut for the Commander Revamp - Recon and Mech were no-brainers but a buff to Pathfinders and P-47 would have been a huge boon to that commander (and buffed Jackson means you can get by with stock armor A LOT easier).
They nerfed some of it, but most if it remains largely untouched. Which doesn't give me hopes for their state of balance int he next patch. Some of their changes to different factions are nice though.
I am sad airborne didn't make the cut either |
How about playing some games with OK first before you forum post around?
You have no single OKW game but dozens of allied games.
Believe me, seeing youself countered is the biggest cure against balance complaints
I play OKW in 3v3+ when my friends and I are dicking around. I usually play OKW when I want to carry my friends because a well abused OKW player can take on like 2 allied players in 3v3+.
Trust me, I hate playing them because they are so good it genuinely makes me feel bad.
Also Idk what you were talking about I never felt countered when I was OKW, I had an answer for everything that came my way. (Brits turtle? Isgs, Want to win early game super hard? Luches, Allied blob? MG's) ect. ect. |
For OKW, that was their non-sensical economy that is promoting infantry blobbing, and the fact that many units significantly outperform other similar-cost units.
Hi Smith, I feel like the luches isn't getting enough of the nerf bat in this patch. Making it weaker against anti-vehicle isn't the problem (Yes it can take on AEC or Stuart if well micro'd) but it was technically only possible with faust or raket support.
The biggest issues are it's timing, cost, and performance against infantry. Mark my words if it doesn't get touched people will go luches rush in 3v3+ instead of medbunker once the FRP hits. As I said before the luches atm single handedly decides the meta for allies since they have to build against it. |