Just gonna go out on a limb and say this is false. Hasn't happened to me once.
One can be forced to play in map he has vetoed. It has happened to me.
Imagine how many 4vs4 map are left to play if 8 different people veto a different map. |
76mm Sherman
The unit is very strong and has abnormally high vet bonuses for a Sherman tank.
Suggestions:
Pop to 13-14 a pop of 12 it too low
Increase XP value to be higher than standard Sherman
Change the vet bonus to Sherman replacing the accuracy bonus with a penetration bonus
Advanced Infantry Equipment
The ability does not really help riflemen.
Suggestions:
Remove flamer and flare
Ability know allows riflemen to upgrade with:
Garand C taking up 1 slot that are more accurate at long range.
M9 A1 bazookas with better accuracy and slight increase in penetration
Airdropped Combat Group
The ability overlap with Paras commander
Suggestions:
Scarp the ability. Ability know replaced by AT Paras
Lower the MP price by 20 possibly CP by 1.
Unit now comes with smaller target size and 6 garands C
Can upgrade with 2 elite bazookas
Fix camo currently they are some times revealed without firing
Assault Engineers
Suggestions:
Lower reinforcement cost
scrap destroy cover
explosives always visible now at 30 cost
Cluster Bombs
The ability is superior to similar abilities
Suggestions:
add 1-2 CP and 20-30 MU
Elite Vehicle Crews
Suggestions:
Scrap vet and Thompson
Vehicles now can gain extra vet level.
IR Pathfinders
Since aggressive airdrops are worth it and unit over laps it should be scraped.
Suggestions:
Unite removed and replaced "observation kit"
Riflemen now have "pyrotechnic" type upgrade gaining +5 sight +5 in cover and able to call mortar barrage.
Weapon upgrade to M1 C and can now fire flares.
M10 Wolverine
Suggestions:
Improve base turret rotation lower vet bonus
Replace HAVP round with defensive smoke
M1919
Suggestions:
Now an upgrade for RE and Riflemen instead of rack weapon, M1 C can become the rack weapon.
Now take all weapons slots.
M4A3 Assault Package
Suggestions:
Remove from the game
Replace either with WP rounds for Sherman and Scott or with separate unit a 75mm Dozer.
M7 Priest
Suggestions:
Fix the CD on creeping barrage/barrage CD. It allows the unit to fire more often.
M8 Greyhound
Suggestions:
offer as an upgrade to m20 the unit would refitted moved out of the map and replaced by the M8
for a cost
Mechanized Groups (WC-51 & M3 Halftrack)
Suggestions:
Make m3 an upgrade to WC-51 unit is refitted moved out of the map and replaced by the M3
Remove the barrage from WC-51 add a separate commander ability
Mortar HT
Suggestions:
Increase the CD of WP and Timed and/or move WP to vet 1 and remove timed delay shell
P-47 Rocket Strike
Suggestions:
add two extra weapon on planes with 1 salvo with high accuracy so that ability deliver some damage consistently
Paratroopers
Suggestions:
increase CD on suppression fire
possibly remove elite Bazookas for less overlap with Support paras.
Pathfinders
Suggestions:
experiment with CP 1 as an infiltration unit set up beacon for future drops.
Riflemen Field Defenses
Suggestions:
renamed Field Defenses
Riflemen can build fighting position and wire
RE can build mines/sandbags and gain 10% construction speed
Urban Assault Kits
Suggestions:
Riflemen now get the fire up ability and the incendiary grenades (with reduces range/cost)
· Share on Twitter |
250/1 Halftrack
The vehicle can be rather oppressive when in hull down
Suggestions:
Remove the suppression (lower fuel cost?)
Reduce the RNG of passenger casualties on destruction but add suppression.
Air Dropped Medical Supplies
Suggestions:
Move to Luft officer replacing reckon sweep(?)
Allow medical kit to loaded to transport
Picking up medical kit with pioneer/grenadier "load" them to vet 1 ability instead of activating them.
Air Resupply Drop
Ability is too expensive
Suggestions:
Replace HMG with mortar (pak with RW?) lower cost/cp adjust mu/fuel
Ambush Camouflage
Suggestions:
add received accuracy modifiers,
allow for pioneer?
Remove sprint from the ability
Assault Grenadiers
Suggestions:
Replace extra entity with MP44 upgrade
Break Supply Line
Suggestions:
Breakthrough Equipment
Suggestions:
Remove destroy cover or add mu cost/CD
Make he ability free or reduce cost of upgrade or also add the 5 member
Cargo Truck - Opel Blitz
Suggestions:
Allow the unit to gain vet depending on how much resources it has gathered
Close The Pocket
Suggestions:
Make easier to set but lower power
Tone down damage lower CP/Cost ability, add bonus vs unit in enemy sectors, ability does not stops one connected.
Defensive Fortifications
Suggestions:
Elefant
Suggestions:
Entrenching Tools
Suggestions:
possibly add 10% construction bonus for Pioneers?
Fragmentation Run
Suggestions:
Lower damage to vehicles, reduce price remove from commander with Super heavies.
JU-87 Anti-Infantry pass
Suggestions:
LeFH 18
Suggestions:
Light Artillery Barrage
Suggestions:
Mechanized Assault Group
Suggestions:
Consider changing passenger to an engineer type unit or a unit more unique unit.
Model 24 stun nade
Suggestions:
Rename "offensive" or "concussion" grenade and redesign to excel vs unit in cover/garrison
Panzer IV Ausf. J
The ability is almost buying a vetted PzIV redesign to bring more to the table
Suggestions:
Increase rear to at least PzIV vet 2 level
Increase XP value
offer superior penetration either reducing AI or with switchable round similar to 76mm Sherman
Railway Artillery
Suggestions:
Reduce cost 180 CP to 10
Recon Overflight
Suggestions:
Possibly create a different ability for Luft commander with a plane that is hard to shoot down
Riegel Mine
Suggestions:
Rename to "anti tank training"
PGs now can plant riegel or Tellar
Paks now can camo when stationary with no first strike bonus
Spotting Scope
Suggestions:
ability redesigned.
add +5-10 sight
allow the unit to use focus sight (lower range) as timed ability
Stormtroopers
Suggestions:
Increased to 5 entities
DPS of MP-40 reduced to be lower than 4 MP-40 currently available
Tactical movement replaced by "diversion"
Stuka Anti-Tank strafe
Suggestions:
Stuka CAS
Suggestions:
Stuka Dive Bomb
Suggestions:
Reduce cost to 180
Stuka Smoke Bombs
Suggestions:
Supply Drop
Suggestions:
Tactical Movement
Suggestions:
add a small received accuracy modifier
add a pack unpack bonus for HMG (?)
Veteran Squad Leaders
Suggestions:
|
....
Maybe, but I find it difficult again to fit a new unit properly. Long range is covered by IS, short range at least a little bit by the officer squad. Doctrinally by commandos. They have an AT unit via doctrine, so another one would be redundant as well. Don't know if another long range unit fits, since IS are already very good. I think some kind of real recon unit would be a gap to fill. UKF has many half-baked solutions in that regard.
I personally find Piat Commandos viable, if they start with 5 rifles and 2 piat that they can put way.
I also find 4 men commands with V-k/Thompson viable solution.
If one want to go"recon" type maybe one can experiment with "De Lisle carbine" (if that thing works) and add an ability that allow to snipe weapon team only.
|
Commandos and Infiltration Commandos should get some difference between them. Yes, they are both commandos, but there is next to no difference between them.
There 3 type of commandos:
Insertion
Infiltration
build
It would be nice for these to be different, an AT commando already exist and one could have commandos with Thompson with no camo or 4 men long range specialist.
Although if the MOD team goes ahead with the Raid Infantry section it might be better if the simply scarp infiltration commandos.
|
Ah, I see. Still the loadout data seems to be a decent indication that the commander is still overused, because similar meta commanders (Breakthrough, Mechanized Support, etc.) do not have a disparity between the top pick and the rest of the top 3-4 that is this huge.
Yes it an indicator, but not very safe unless one can see what commander have been picked.
Having that said I am pretty sure that most teams would at least have a Elefant or JT deployed in the majority of games. |
....
One has to keep in mind that Thompson in not a "pure" SMG since it retains high DPS at mid Range.
Assault guards have little reason to move very close range and can fight mid especial since the have SVTs.
For instance the Thompson is has around X2 DPS at range 10 over conscripts PPsh and X5 at range 15 going to x8 at range 20. |
I'm glad to finally have some statistics to work with. Even if they should be taken with a grain of salt (as indicated by the website itself).
I do find it odd that people don't veto the laney maps more that clearly favour the HMG 42 and heavy TDs. Playing less games on Red and White Ball or Hamburg (maps where there is 0 room to flank HMGs or TDs) would probably significantly decrease the disparity in win ratios.
Does this website have any way to filter the win ratio per map? Or does anyone know if there any plans for that? Does anyone know who the author of this website is?
Also Jaeger Armor does seem to still be super meta. I think it was already planned to remove Spotting Scope from the Elefant itself, but it probably needs more. In hindsight the AT strafe has been stronger than anticipated.
1) The stat about commander is not what commander are used but what commander are on the load out. Just because some commander are on load out does not mean they are being used. I keep Ele commander in my load out for 2vs2 but hardly use them.
2) Spotting scope on the Elefant itself are actually that useful because the unit rotate and loses vision all the time
3) Spotting scope and other sight abilities should become timed abilities and not always on.
|
What do people think about the new map in rotation?
Are they smaller?
Do they favor some faction over others? |
Please remove the Elefant being able to have the spotting scope, a heavy tank destroyer like that shouldn't be able to spot for itself, especially when many things that were used against it in the past have been removed or nerfed. You should have to use another unit to spot for it.
So ISU-152 should also lose tracking? |