Except for dual bren IS, dual m1919a6 paratroopers, osttruppen with MG42, BARmen with m1919a6 combo, guards with two DP-28 et cetera
IS are 5 men and had brens nerfed
Paratroopers are elite and Thompson is much better upgrade
Ostruppen require T4 and have a penalty on all slot weapon (was a bad change)
Riflemen are 5 men
Guards are elite troops
Generally speaking LMG should not be available to squads with lots of models but the problem becomes worse when the DPS portion coming from the LMG is big compared to rest of the weapons. Simply because losing model does not lower the DPS of the squad significantly.
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Lmg in 6 men mainline infantry squad is not a good idea and Relic was correct to rest so far. The DPS drop for losing model is simply too little. |
GCS
Wreck Values Normalized
We are adjusting the amount of resources players can attain from vehicles using doctrinal salvage abilities. Previously, certain wrecks would award large amount of munitions/manpower, which wouldn’t correspond to their class. We are now changing salvage so that only fuel and munitions are awarded from salvaging a wreck. Moreover we are normalizing wreck values so that the amount of resources gained now depend on the worth of the vehicle.
(Values are given in Munitions/Fuel)
Ultra Lights 10/5
Lights 15/10
Mediums 20/25
Advanced Mediums 35/30
Heavies 50/40
Super Heavies 60/45
The changes to salvage affect both Tank Hunter Doctrine (Soviets) and Tactical Support Regiment (UKF) salvage abilities.
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If remember correctly that is the total value of a wreck, turnover depends on how much health the wreck has. |
3) Keep abilities and commanders to a "theme" as much as possible
Tank Hunter Tactics.
For a commander with an AT theme Ml20 seems out of place providing too much AI. An ability like "mark target" (combined with changes to AT bombing) or scavenger would fit the commander more.
Same goes for "AT Ambush" that benefits T-70/T-34/76 AI allot more than SU-76/SU-85 AT role.
Lend Lease Tactics
Dhsk could easily be replaced by a re-skinned 0.50. The stat don't need to changes since a 6 men crew on the 0.50 could prove problematic.
M5 Half-track Assault Group.
This vehicle could easily be replaced with "M15A1 AA Half-track" allowing soviet to have AA without investing to MU.
Assault Guards could replace "conscript repair kit" while they could start with mosins and have USF upgrades available to them like: Bars, bazookas maybe even toned down Thompson (current mid damage is too high)
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M5 is more cost efficient than Ostheer 250? What does it matter, neither get used.
76 Sherman doesnt have below 2 secs reload either. It has 2.3 - 2.52 secs vet 3 reload. Almost the same as OKW vet 5 P4 who has 2.6 - 2.79 while P4 has way better AOE, better scatter, better sight, better armor and better accuracy.
76 Sherman veterancy isnt even that good if you consider it gets neither armor buff, scatter buff, accuracy buff or AOE buff. The only good thing it has is reload speed, so what are you talking about?
You forget the bonus from radio network that can bring the reload down to around 1.8. |
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M5 with Assault Engineers is meh at best.
The m3 is more cost efficient than Ostheer 250.
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76 Sherman isn´t even a real upgrade to the regular Sherman.
The 76 Sherman can become broken reaching a reload speed bellow 2 secs and its veterancy needs to be looked at.
(edit m5 to m3). |
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Currently you really lack AT capabilites when you go for Calliope because USF relies on Jacksons to provide good AT and you won´t have fuel for both unless you have superior map control.
That´s why I replaced the comically bad P47 AI strafe with the P47 AT loiter of Airborne Company and replaced the useless M5 HT with the M10. The idea behind it is to offer a cheap AT option (Wolverine) and a munitions based AT option for late game.
Imo this is actually bad design.
Calliope is almost impossible to counter with artillery leaving the most viable option diving with tanks against it. This design removes that option with cheap m10 and loiter. In addition gives a powerful off map combo with loiter recon planes/strafe planes.
The design leaves very little to counter Calliope.
Imo the idea behind commander revamp should not be to create OP commanders to compete with the current meta and thus narrowing the meta but bringing the commander at same power level proving different option better fitting play-styles and making meta wider. |
2) Balance commander themselves by removing abilities combination that are simply too strong.
Generally avoid combination of weapon upgrades, premium mediums, Super heavies and powerful off maps.
Here is list of commander that imo should change:
USF
Infantry Company (Priest/Time on Target Artillery Barrage)
This combination is quite effective vs OKW trucks, ToT could be replaced either by and arty less powerful or with "Off Map Smoke Barrage".
Other changes:
USF elite infantry. Since the majority of USF build include multiple infantry by the time USF elite infantry become available there is little room for them. So my suggestion would be to reduce the CP requirement of the units to 1 or 2 and also reduce their punch. On the other hand allow to become strong once Major is built.
For instance:
Paratroopers available at CP1 for 300 mp as 5 men squad no weapon slots, comes with grenades and smoke grenades unlocked. Once major is unlocked they can upgrade with lmgs or Thompson. Thompson upgrade gives them 1 extra member and 6 Thompson (weapon is rebalanced to perform as smg with far less mid damage).
Ranger available at CP2 for 300 mp as 5 men squad no weapon slots, comes with grenades and sprint. Once major is unlocked they can upgrade with Thompson and get 3 weapon slots. Thompson upgrade gives them 5 Thompson take all weapon slots (weapon is rebalanced to perform as smg with far less mid damage).
Other abilities:
Riflemen field defenses renamed to field defenses. Sandbags and mines moved to R.E. wire and fighting position left riflemen.
M1919A6 Browning LMG remove from weapon rack and become available as an upgrade to R.E., price lowered to 50 takes up all weapon slots, lower the target size penalty for using volley fire.
Other commanders:
Swap m10 from with Armor Company with 76 Sherman Mechanized company.
Additional changes:
M10 become a call in unit again.
76 Sherman's vet bonus and reload is fixed since the unit can end up firing with a reload bellow 2 secs.
Optional. Change the role of dozer to indirect fire unit or dual role unit. For instance it can be a barrage unit like a priest with less range providing support from the battle field or modeled after KV-2 gaining range is a locked down mode.
Reason:
The M10 being call in on its own is fine as long as no AI tank like the dozer is available in the same commander since if some one does not tech major will have no AI tanks. The unit can easily be nerfed slightly if proven problematic by removing the AP rounds.
In addition a "medium td" is far more suitable for a commander with a "mechanized" theme.
Finally the changes to dozer will help it with overlap with Sherman HE. |
Mechanized is an awkward commander but it's also a very good one, as proven repeatedly by TwistedTootsy. If we only get to edit two, I don't think Mechanized should be one of them.
There are countless things I'd like to tweak in it, but the offer from Relic is to tweak two commanders and there are other commanders with much greater need.
Imo the way Relic is going about revamping commanders is simply wrong. The current path seem to lead in over buffed abilities like PTRS conscripts, PPsh (hit the dirt), Camo (both ostheer and Soviet),KV-1 just to make weaker commander more attractive.
More about this here:
https://www.coh2.org/topic/81270/commander-rework-approach
It is my opinion that specialized vehicles like the M10 and dozer or the C. PzIV and Puma can remain call-in units as long as the commander does not include both AI and AT units allowing the player to avoid tech with no drawbacks. That is why I suggested removing the m10 from commander that dozer as call-in. |
One suggestion for USF commander I have is the this:
Swap m10 from with Armor Company with 76 Sherman Mechanized company.
Additional changes:
M10 become a call in unit again.
76 Sherman's vet bonus and reload is fixed since the unit can end up firing with a reload bellow 2 secs.
Optional. Change the role of dozer to indirect fire unit or dual role unit. For instance it can be a barrage unit like a priest with less range providing support from the battle field or modeled after KV-2 gaining range is a locked down mode.
Reason:
The M10 being call in on its own is fine as long as no AI tank like the dozer is available in the same commander since if some one does not tech major will have no AI tanks. The unit can easily be nerfed slightly if proven problematic by removing the AP rounds.
In addition a "medium td" is far more suitable for a commander with a "mechanized" theme.
Finally the changes to dozer will help it with overlap with Sherman HE.
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