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Again, arty cover dont realy fit the theme and PB is the only selling point that this commander had left. I rather keep it, or, if it have to go, i will take "hold the line" in it place.
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Arty cover is a good defensive ability, hold the line is badly designed ability that need to fixed.
I guess one could create a new ability (increase tenacity?) that temporally increases the the defensive properties of emplacements.
I personally use counter frequently especially in the new small 2vs2 maps so I do not think it useless.
General:
The commander has a number of problems and the recent changes created some new one.
It promotes defensive play with emplacement and on the other hand it has abilities that counter the counter of emplacement which is indirect fire. It comes with counter barrage that can counter Leig/mortars and one Precision barrage that counters Lehf.
In addition it upgrading the emplacements forces make the player use less vehicles and make him depend even more on emplacements.
Imo one should rethink how this commander is to be used.
Suggestions:
Defensive Operations
Now that RO are available from T0 imo the ability should benefit RO also.
For instance RO build emplacements 10-20% faster. One could also allow IS and RO to build the same emplacement something not currently available.
Advanced Assembly
Imo this ability is badly designed. The repair radius to be used for structures is small so one build sim-cities.
New design:
Advance assembly now only repairs vehicles and price now matches Soviet repair stations(?) or have a small fuel cost (125 manpower /45 munition). So they cost less but hared to spam and only repair vehicles.
Or
FA can now be upgrade with "Improved Fortification" gaining defensive properties (mutually exclusive with repair station upgrade) and/or FA can now provide "garrison bonus" and/or FA can now be upgrade with both medic and as FRP.
Improved Fortification
Another badly designed ability that force player to invest more in static play.
New design:
Upgrade now provides garrison bonuses and reduces pop by 2(?). Fuel cost removed.
In addition emplacements get defensive bonuses for with each tech unlock.
Counter Battery
The ability has no place in this commander and should be move to another commander.
A new ability could be that troops that garrison emplacement now repair them.
Precision Barrage
Again this ability has no place in this commander. Could be replaced with:
"Increased tenacity" timed ability that for a munition cost increase the defensive properties of all emplacement and offensive properties infantries in friendly sectors.
or
"Artillery Cover" from tactical support commander
These suggestions aim in making the commander less of "spam emplacements" and promote teching while removing the commander ability to counter indirect fire weapon.
You missed: CP 6 Vehicle Crew Repairs 40 FU -> Edit: and it cost 40 MU at all commanders, not 40 FU (have a look at Mobile Assault, Royal Engineer and Vanguard)
In order to help with upcoming commander Revamp I have created this threat that includes all UKF commander so that it easier to see what abilities might need changes. Will probably post more details about UKF abilities here.
Forward Observation Post ability feels weird
Hold The Line! ability is OP
Strafing Support ability is OP especially combined with a commander that has super heavy.
Imo all need to looked at, I will add more suggestions.
Alright, gotya. However, the problem with the IL-2 single strafe then still remains, doesn't it? Even more so, as now the problem is not only reduced to one commander (Advanced Warfare) but now both ISU-commanders suffer from it as well. It´s the highest CP ability of those commanders and so it should have SOME usefullness other than being a waste-ammo-button.
I am under the impression that there where some ninja changes to it (because I remember it to be even weaker) and not firing on the actual indicator but I have not tested it enough to have an educated opinion.
Imo super heavies vehicles commander should not include "major league" abilities, it imo it should be balance around Ostheer stuka AI strafe and that would mean lowering CP to 6-8 and mu cost.
Both the reference you have from IL-2 are about the loiter, unfortunately for this game same abilities have the same name (luckily it has been fixed for some abilities.).
The firing cone and minimum range changes made the ability more effective since it would not properly fire before the changes.
The ability was UP and it typical COH2 manner it was buffed to broken level where it would obliterate all infatry.
Then it was simply adjusted. In sort the loiter went from up->Broken->to good.