Elite Armored Doctrine
CP 0 SdKfz 221(/223) Scout Car
CP 4 Emergency Repairs
CP 5 Panzer Commander
CP 7 High Explosive Anti-Tank (HEAT) Shells
CP 8 Sturmtiger
General:
A commander with some abilities that do not synergy very well together.
Commander available one to 3 vehicles
Heat round good for some vehicle not so much for other
An expensive economy vehicle and ST that simply does not fit the commander.
Suggestions:
CP 0 SdKfz 221(/223) Scout Car
Imo there simply too much request from this vehicle ending up being mediocre cost efficient in many role.
I would rather see one of the following solutions:
A) 223 moved to over-watch commander where it serve as Reckon anti sniper vehicles, Ostheer Opel truck now available.
B) 221 removed 223 become cheaper (240? no fuel) with lower DPS but addition damage to Sniper and higher penetration to serve as counter to micro light vehicles and Sniper.
Can now launch flares. Optional can now use the "Siphon" ability a timed ability allowing to steal resources from enemy sectors. Such an ability is already in game.
CP 5 Panzer Commander
Some of the following changes. Become passive ability affecting Puma and JT.
Sight bonus reduce to +5 for PzIV/Panther/KT that can still upgrade with pintle player can toggle from pintle to commander gaining +5 vision.
The barrage is too powerful for vehicles and can should be replace by mortar one and cost reduced to 60.
CP 7 High Explosive Anti-Tank (HEAT) Shells
The ability creates different result to vehicles with PzIV and KT getting good AI improvement from an AT ability.
I would rather have it become passive adding a 10-15% penetration bonus to vehicles.
or
Add a deflection damage bonus
Alternatively one could customize the bonus according to vehicle:
Luch could get penetration
Puma could get accuracy/penetration
JP could get penetration
PzIV penetration
Panther accuracy (maybe range)
KT range
CP 8 Sturmtiger
Move this unit Breakthrough and redesign.
The animation for reloading is great and idea of the abandon interesting but can exploited.
So remove the abandon mechanism (or even replace with possibility of gunner injured critical resulting to lower ROF.)
Remove the reload mechanism and replace with switchable round, AP and Shaped charge.
Changes to gun:
Now has world pierce so that it become reliable.
HE shell limited up 4 kill per squads now inflict "shell shock" critical to reducing speed and ROF to unit.
Shaped charge rounds does bonus damage vehicles/structures small kill radius for infatry with no hard limit.
Redesign the vehicle to be able to fight even while reloading. Greatly increase DPS of hull mg to T-34 levels or above, NahVW grenade launcher always on attacking soft targets damage reduce from 80 to 20-40. Now the vehicle can spear head attacks and cause damage even without firing main gun instead of firing and then moving back to reload.
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