In the current balance I would rather have m10 moved to mechanized as call in unit and 76 Sherman to Armor. It also fits themes of the commanders better.
The thing is HOW you get them vet and there DPS doesnt matter when sturms and grens volks pios literally destroy you i am jsut saying they are not so good use for USF
In that case I advice you to compare if pioneers (also a 200 manpower unit) do better vs penals also a 300 manpower unit.
First of all congratulation to all involved in the efforts to improve the game. I would also like to thank you for taking the time to read and respond to my rather long posts. I might sound critical by my criticism is aims at the proposed changes and not the persons. I apologize if more criticism is coming but try to keep in mind that it is aimed at the changes and path and not the people.
On the choice of Storm-troopers.
On Storm-troopers in other commanders
On abilities
On Role
I would also like to point out that unit in scope should have even secondary stats look at(like reinforcement time, XP value) and more importantly their vet abilities and bonuses looked at.
Finally imo Relic should be convinced that before continuing this slow commander fixing process they should do a general sweep of commanders (especially Ostheer/Soviet) and remove OP combination like Elephant/reckon plane/Stuka.
If hypothetical each ability could be measured with a value from 0-10, then commanders should have the same total value of around 50 point instead of the current situation where some are stuck with 30 point and other have 70 point.
I find rear echelons really terrible cant even kill the team weapon crew
Compare their DPS with other engineer units you might be surprised, then compare them again at vet 1 when the get bonus accuracy, you might be even more surprised.
T4 being the culmination of ostheer teching offers an avenue to tune your game and elevate it. Imo t4 needs to be a bit cheaper with techs within to unlock what you want (with associated infantry buffs perhaps?) throwing in a tiger (or 2 because for some reason no longer restricting it to doctrines means it also should be the only proper heavy tank that isn't capped at 1 for reasons?) would greatly upset the game
My suggestion is either a main battle tank (Panther with suitable round or tiger)or cheap unit like the Ostwind. If main battle tank becomes available it should then be balanced close to a balanced Comet.
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I would nerf to flame dot damage though, its quite ridiculus how things first do not die to this thing, then 2 seconds the lava lake created by it consumes everything.
It should be more consistent and should give you more ability to react. Right now even if you retreat you probably loose the unit to the lava.
Imo making DOT available only via ability for all flame vehicles would help allot in balancing them.
The micro argument is a red herring. The ability could be given to engineers.
And not taking into account how easy it is to use each ability is a simplification.
Also currently it is not given to engineers and even if it was having a engineer placing it "costs" less than having an ober placing it.
It's the instant kill radius that is pretty much the major culprit.
It is and axis booby traps should also be nerfed so they do not wipe squads, the fact that they not is probably due to an oversight or scope. (all-though jager are in scope)
That is why I have proposed that the damage be changed to incendiary doing less damage but slowing down the capture process.
The soviet booby trap and the and the okw (and now also ost) one are different. The OKW booby trap is non-doctrinal (obers), costs 50 munitions, causes 160 damage, its area of effect is 0.5-2-4 (near-far) and the damage multipliers are 1-0.4-0.2 (near-far).
With the new stats of the soviet booby trap (tied to a commander) it will not only outperform it in damage at any distance, its radius within which it can squad wipe is double that of the new booby trap. Are there any plans to adjust the okw(/ost) booby trap as well to bring it in line in terms of performance?
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In the patch the Soviet ability is superior in micro since it does not need infantry to set it up but inferior in damage.
All booby traps abilities would be allot better designed if the explosion turned incendiary and the left DOT fire.