NKVD Disruption Tactics from desing point of view.
Thematically the commander fits an infantry oriented commander.
Removed
4CP Recon Flight
Strumovic attacks and reckon overflight do not mix since the combination is too powerful in addition radio intercept fits the commander perfectly and provide information already. The decision to replace ability was correct.
6CP Fear Propaganda Artillery
The ability was good thematically but the commander can do with out it.
6CP Rapid Conscription
Since the commander is infantry oriented this ability could help reduce bleed allot, with a redesign since the current implementation has it problem. One end up with squad he might not actually want. Now if the ability was more like recoup losses and instead conscript the unit that returned was "Shtrafbats" . "Shtrafbats" would be a unit with target size with low DPS and the ability "improved merge" that also healed something like 6 hp but would not be able to reinforce. So they could be used to man support weapons or reinforce troops in the front line. Their vet 1 ability would be "redeemed in blood" where the could upgrade to another infantry like penals/conscripts or even shock/Guards.
Current
CP 0 Kv-8 heavy flamethrower tank
The could fit the commander with some changes.
The unit is still in weird place since it has a tech cost and then another 145 fuel for basically a AI unit with poor AT capability. Since this is a specialized unit it can be call-in again with come changes.
Unit can be called in at current price (maybe require T3)or can also be built from T4 for 120 fuel. This will help the unit be more attractive across mode and economy inflation.
Reduce rear armor which is simply to high and unit like the PzIV has trouble dealing with the vehicle even when it has successfully flank it.
The damage reduction is a very powerful change and imo it should be moved to vet 1 as timed ability it could also scale with veterancy.
The unit should have it vet bonuses checked and have mobility replaced with any addition HP/armor it might need.
Armor bonuses should become (+) value instead (x) value since the bonus hardy offer anything to protect the vehicles from rear shots.
This change could help allot Soviet play T1/T2(/T3) strategies with KV-8 acting as damage sponge. It would then have to gradually (or even wit patch) be removed by commander with Super heavies like IS-2/KV-2 and move to other commander without Premium mediums/heavies. It will also help balance the unit better.
CP 0 Radio intercept
Ability is nice and fits the commander thematically.
CP 2 Commissar Squad
Although this is a great addition the unit has some issues with the implementation. Having an passive aura could lead to number of issues with the Soviet tendency to horde but currently its a rather micro heavy unit having to switch between Commissar chose the unit you want and be ready to retreat since the affected unit will probably be focused fired upon if "Fight to the Death" is chosen or avoided and move away if "stand you ground" is chosen. The unit is simply not enough to "shell" the commander.
Suggestions:
Rename to "NKVD Commissar Squad"
Give a passive aura to the unit to be worth unit but not one that buff stats to avoid blobbing. Instead one that improves abilities already available to the units. For instance Conscripts could fire thei weapon during "ourah" or gain a accuracy bonus when stationary, Molotov AT grenades could get sorter time to use or more range, penal satchels could more range.
or
One could introduce these abilities to the units themselves but not be able to use them unless in the aura of Commissar.
This changes aim to make the Commissar a good addition to the army but reduce the need to blob since the cost on using them in blob would go up.
Another approach would be that officer came with no abilities but could be upgraded to either:
военком Commissar giving defensive abilities/bonuses
or
NKVD giving offensive abilities/bonuses
CP 3 Scorched Earth Policy
The ability fit the theme but again there issues with the implementation. The fire damage seem good and all booby traps should be changes to incendiary as this one. The trap thou takes way to long to build especially since one has to decap cap and build and can actually backfire if used on friendly sector since one could just drive with HT over the traps set them off with caping them and watch the owner lose resources.
Suggestions:
Do not replace Rapid conscription but change it as suggested.
or
Separate the ability into 2 parts the trap for CE and disable of neutral sector Commissar
or
simply leave rapid conscription and add the disrupt part to the Commissar squad.
CP 12 IL-2 Strurmovic attacks
The commander can should have a strong call-in attack but maybe bombing or AT bombing are better candidates. Any way from a design point of view loiter planes should be redesigned a bit (and so should AA weapons, for instance quad is OP as AA, while boffor sand USF AAHT to weak). They should be allowed a first run without being able to be shot down maybe providing a small loss (1-3) only for the first run. Then instead of being easy to shot down they should suffer "suppression" type penalties when fired upon from AA weapons
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