Compared to literally any other weapon in game that isn't usually underpowered engineer weapon(and non soviet engineers have direct access to MUCH better upgrades stock), conscript nagat, osttrupen kar or volk kar.
You can find relevant stats and make comparisons yourself here:
https://coh2db.com/stats/
Thank you for providing a list (although incomplete) of 5 weapons that prove the claim of "straight downgrade to everything else" to be false. |
I read it and i just want to say - you are a heretic!
Acually this ability gives you option to call off-map artillery strike. It also buffs Tiger accuracy so that's also good. For me, it's a usefull ability and it's definitely not a "key" ability for EliteArmor which make that doctrine amazing in any form to restrict it only there.
Actually Tiger to Elite armor and Sturm Tiger at Grand offensive could make more sense...
But then commander upgrade would have to change to something else and Tiger/HEAT could be OP... |
Just make cons cheaper.
Other infantry is twice as good for 30% extra cost, with better side-tech and supporting weapons.
cons dont scale for shit, if they are going to refuse buffing them after all these years, just make them cheaper so we can spam the fuck out of em.
I don't know about other people, but I have pretty much stopped even building cons quite a while ago outside of a token snare unit.
The SVT drop in the new commander is a such a marginal upgrade for cons, I wouldn't ever recommend using it, and it's a straight downgrade to everything else, so whats the point. Complete waste of muni.
A down grade compared to what?
PLS provide stats for supporting that claim. |
As always, it's still limping for the massive ammount of nerfs it sustained, like removing the crew and increasing the popcap too.
Removing disembark from Calliope was the right decision it was being abused consistently. |
Recon for usf is not a great idea just cuz they already have the major recon. It'd be like giving a callin hmg34 to ostheer (so a waste of a slot).
I'd like if the dozer upgrade either gave extra armor in addition to the 80hp boost and/or had a toggle for the crush and speed reduction like coh1. As it is, I feel like giving them the dozer blade is counter intuitive since the speed reduction really makes it a sitting duck especially once panthers (which are way faster than dozer shermans) hit the field. I just don't see the point in slowing down a relatively lightly armored tank (as far as armor as a whole goes). And before someone complains that a straight hp and armor upgrade would be OP, remember that the ost P4 and both panthers and brummbar get the exact same thing with vet, and dozer blades are a doctrinal ability.
I don't think it's a huge issue that riflemen get incendiary nades given that OKW have incendiary nades on volks and can get the grenade assault with scavenge or spec ops doctrine (so it mirors having 1 nondoc nade and one doctrinal ability nade at the same time).
Ostheer PzIV, Panther and Brumbar get only armor as bonus not armor and HP. And the armor bonuses they get has very little affect since the heavy TDs get bigger penetration bonuses.
I personally use the Dozer upgrade many times since it allow the unit to survive 2 AT weapons firing together.
I am generally against incendiary grenades in mainline infatry. Imo it should be available do specialized units to make them more attractive. |
Agreed with most, but the doctrine already has the dozer blade upgrade so adding the 105 with the dozer would be an overlap. Maybe they could replace the Calliope with the E8 and give it the dozer upgrade?
I would simply add a the Dozer and replace the Blades with a timed ability increasing the DPS from and against garrison or a some sort reckon.
Reckon could anything from a plane to flares from mortars and pack howitzers.
Easy8 simply belongs to another commander like armor.
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British - Lend Lease Assault ver 3
In my opinion:
CP 0 Assault Sections
The upgrade provides 2+3 SMG and take 1 slot. Similar abilities should be bought in line since MP-40 take all weapon slots while PPsh none.
Suggestion:
Make the unit was separate unit and not an upgrade similar to Tank hunters. It could can be 5 men with no need for bolster and with vet bonuses custom made for the role. CP could be 0 (build-able from HQ)-2 if the Thompson are locked behind tech.
No weapon slots, 1+ bren +2 Thompson have to much DPS at range 20.
Make WP grenade share CD with mills and gammon.
CP 0 (passive) M5 Half-Tracks (the "s" is a typo?)
Bugs:
The unit seem to be a different version since it can reinforce with Quad and can suppress on the move.
The unit can not get "warspeed" upgrade.
Suggestions:
Lower the chance to shoot down planes
Increase DPS on the move
Make suppression a timed ability
CP 1 81mm Mortar Team
CP 6 Crew Repair
CP 0 Achilles I Tank Destroyer
Bugs:
The unit can not get "warspeed" upgrade.
Suggestions:
Redesign the unit as a "flanker".
Increase turret rotation, increase rear armor, increase DPS close.
AP round could be limited to 1 shot
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USF - Urban Assault ver. 3
In my opinion:
CP 0 Rear Echelon Rifle Grenades
The ability is simply too strong for Rear echelons who no longer feel like rear echelons.
They currently have Rifle-grenades, smoke and volley fire.
R.E. are now turned into a more mobile mortar able to attack provide smoke and attack ground while being able to suppress...
Once in garrison they difficult to dislodge, while in pit they can fire 2 rifle-grenades and can squad wipe.
They are very effective vs lmg grenadier forcing them to move and lose DPS or cover.
Suggestions:
Upgrade should take up all weapon slot
Move ability to riflemen and swap it with flamers from riflemen company
CP 0 Renamed Urban Assault Kit
Incendiary Grenades too strong in riflemen.
M4A3 Shermans can now fire a single WP shell at the target position for 20 munitions.
This ability seem very strong vs Paks.
Suggestions:
Move molotov to Rangers
WP should be redesign to do damage vs garrison and not vs units in the open.
CP 3 Rangers
Unit is OP compared to PG for about the same manpower cost.
Suggestions:
Consider removing the damage reduction, reducing the Thompson DPS at range 15-20, removing extra slot.
Or one can tone them down and move them to CP 2.
CP 5 Cover to Cover
Ability seems a better version of tactical movement.
Could increase the power level of USF blobs, far better ability than fire it up.
CP 10 Calliope
The unit is rather difficult to counter and not really good in urban map.
Suggestions:
Replace with Dozer |
(Updated to ver. 3)
Soviet - Airbourne ver.3
CP 2 SVT Drop
The ability gives invisible weapons when taken by axis infatry (at least by pios).
In addition it made CE engineer flamer disappear when reinforced.
(I am pretty sure that is will create a number of balance issues also)
CP 3 Airborne Guards
Smoke can be easily be used to bypass defenses in addition the grenade can be used immediately increasing the problems with this method of deployment. Consider alternatives like infiltration or being built from Airborne Rally Point.
The IL-2 strafing run and the Fire Superiority are problematic for a long range unit that should be weak to CQC units.
The IL-2 strafing run is also problematic for the PPSh version sine i t allow the keep enemy busy while closing in.
If the IL-2 is so important I suggest you move it Airborne Rally Point and the fire superiority to PPsh Guards.
CP 2 Airborne Rally Point
The ability is way to cost effective especially in 3vs4 4vs4. Suggest abilities come as upgrades with addition cost to structure also increasing durability.
It can also be built in enemy base, it should not be available to be happen.
CP 2 DsHK Paradrop
Allowing 6 men crews with SVT for this HMG make the unit very difficult to flank.
With the increasing in cone the unit has no reason to sprint. Sprint should be removed and since it now has increased penetration the AP round could serves as vet 1 ability.
Close DPS once vetted is simply too high.
CP 10 IL-2 Rocket Strafe
Maybe make the rockets land in 4 lines instead of 2? or to track vehicles with in the strafe path? |
The kubel is less cost efficent to m3, to WC51 and to UC, dies horribly to all of them and that is why they are being used allot more, it is as simply as that.
The armor and moving DPS of these vehicles should be brought inline.
It's veterancy is no it's only issue. |