For light vehicles, I go Flamer HT rush into 222. If you can't keep them alive, Osttruppen stops snowballing and you get pushed off the map.
Getting Panzergrenadiers helps with mid-game momentum too, I like to form a mini blob with my two light vehicles, a sweeper sapper, and 1-2 PGs. Alternatively, you can play defensively and get PaKs and MGs and turtle until your P4 arrives.
I'd change the ability entirely, removing the no-UI part.
Instead, it will do the following:
- Grants +20% speed boost to infantry (same as current)
- Grants camouflage to all units (detection radius 20, decloaks in combat)
This way, you can still pull off wild flanks and catch your opponent by surprise, but the contention around the UI part is avoided. Of course, this will somewhat reduce the flavor of the ability, but I'd argue it is probably for the best.
As for a munitions toggle, that will actually make it overpowered. Spec Ops is not a very munitions-intensive commander anyway; once players hit the late game (especially in team games) it will be close to having perpetual uptime. There's a reason why things like Soviet Spy Network has limited uptime and cooldown.
Generally speaking, one AAA unit is enough to shut down enemy Loiter abilities very quickly. Single-pass Strafe abilities are very hard to counter even with many AAA units on the field.
As stated above, please contact Sturmpanther using a Private Message. Of course, sending an email to Relic along with all your evidence is preferable.
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