Air Resupply Operation
The ability offer too much for cost 100/75:
3 medic kit = 30 munition for Ostheer
ATG = 125/60 for USF
Mortar = (lets say same cost for HMG) 125/50
Sprint in out combat
+50 Reinforcement speed
on the other hand it comes rather late.
Suggestions:
Either change to 1 medic 1 mortar and lower CP to 2 price to 125/40
or
move make Forward assembly able to drop the item separately
Assault
Suggestions:
Extend the ability to include Ro. Engineer
Remove recon planes or limit to 1
Churchill Crocodile
Suggestions:
Remove flare
Trade durability for damage output
Does not benefit WAR speed
increase EFH to 1200 buy adding damage reduction modifier
DOT flamer move to ability instead of always on
Commandos
Increasing the overlap glider and FL glider is a step in the wrong direction.
Suggestions:
Consider changing the command types. FLG for instance could provide AT commandos with 5 rifles and 2 Piats they can put away or Thompson command durably mid oriented with no camo.
Concentrated Fire Operation
Heavy call in like Croc Churchill and "delete emplacement" abilities combo should be avoided. For instance it makes Pak43 useless against Croc.
Forward HQ
The ability comes way to late and it would be more useful if available earlier.
Suggestions:
CP 1-2 can convert ambient building increasing sight by 10 allowing reinforce.
Can call in medic kit
Can call in flares
Can call base barrage similar FA at extended range
health of building to set level 75-100%
Similar bonus upgrade available for FA
If there is need for stronger Off map that can be locked behind Hammer/Anvil or require further tech
Hold the Line
Ability has limitation in use/is confusing as to what is front-line sector and can be countered by decaping
Improve usability.
Suggestions:
Now target a single sector
Cost to 120
now does cancel even if the sector is capped
(similar change should apply to other abilities like perimeter overwatch, sector artillery)
Improved Fortifications
the idea is not bad but very hard to implement and imo other solution should be implemented. Focus this ability in making emplacements more cost efficient.
Suggestions:
upgrade now reduced pop cost by 2
gives garrison bonus
includes advances assembly to free a spot
increases the duration of brace or decreases CD
If there is a need for counter fire now can call in barrage similar to the one in FA with extended range
M3 Resupply Halftrack
The recent change have made Tank hunter less desirable.
Suggestions:
Scraping tank hunter and replacing piat with Boy in HT freeing 1 commander slot possibly for "Artillery Cover" or some other off map
Raid Section
Unit is too good and need changes.
Suggestions:
Now comes with 5 rifles using VG/Grenadier power level depending on received accuracy modifiers
Cap bonus reduces to 1.15 being able to sprint and cap faster is too much
Unit now has "fire and maneuver" training allowing them to fire Brens on the move. (bren can use a different having same DPS long range as rifles and better mid/close)
Unit can not build sandbag/cashes
unit keep grenade but not sprint
Vet 1 camo removed
Recovery Sappers
Suggestions:
Ability allow to build Royal sapper from HQ (CP 0 call-in should be avoided since it map depended)
Unit has savage, smoke grenades and come with 5 rifles. Repair speed replaced by 20% repair speed to emplacement plus no damage penalty when repairing.
Moved to "Advanced Emplacement Regiment" replacing "Defensive Operations".
This should solve repairing issue for the commander.
Tank Hunter Infantry Section
great to see vet suited for unit role, would rather see unit scraped or replaced with an AT sapper squad that would have added utility.
Vickers K Light Machien Gun
The idea of making Bren and vicker offer different things is good the implementation not great.
Suggestions:
If one want to go for LMG/Assault rifle design one should probable make Vicker K the lmg and Bren the assault rifle.
In addition the LMG should be limited to 1 taking both weapon slots and even consider making bolster take one slot so that LMG is only available to 4 men squad.
It should also remove the VK from heavy sappers and lower price of the upgrade or even make it free.
There is another solution, VK could provide a unique ability to the squad. For instance squad with VK can not now use an suppression ability affecting a single squad when in garrison.
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