After some testing
ELITE ARMOUR DOCTRINE 1.8
sd.kfz. 221 Scout car (CP 0)
requires set up truck cost 210/20 4 pop 100/10 to 223
Upgrades FuG 12 radio set cost 100 MP/10 FU
221-223 seem more of "noob trap" than anything else. Unit come out too late to counter sniper m3 or UC WC while the upgrade also cost fuels. As resources bonus goes the unit cost 310/30 and 4 pop while it provides the same resources as Opel truck minus the pop. That mean that even if one places on fuel for the extra +7 fuel one will have to wait more than 4 minutes before the unit can pay back it's fuel cost, plus one will pay 4 MP every minute that is set up.
Suggestions:
Change requirement to truck being built not set, track being set up is make the timing map dependent. Unit should serve as soft counter to Sniper and m3, by the time it arrive in can easily be countered by PTRS.
The upgrade cost manpower and fuel is inconstant since all upgrade in game cost MU, it also increase the time one start gaining resources making the vehicle too expensive as investment.
(I was also told that when I suggested that 221 is reintroduced for Ostheer and 222 become an upgrade or a separate vehicle)
One could also change the mechanics:
Make it work more like normal cashes, once set up the unit could become stationary unable to move thus easier to counter, but removing the Pop penalty.
Or
make work more like the Vamp truck stealing (siphon) enemy resources for duration.
"Signal array" should not be a passive ability it should be one that is activated with a limited duration. One could even change the mini map information that overlap with the kubel's ability with the soviet "radio intercept" ability again with a limited duration.
Imo med kit drop should be removed, vehicles delivering med kit to the front line should be removed from all units since it a powerful ability.
Emergency repairs (CP 4)
15(?) sec duration 35 mu cost
restores 300 health over 10 seconds after a 3-second delay.
--
Either patch notes (think patch notes)or in-game description seem to incorrect since it described as lasting 15 secs. A decent ability.
Panzer commanders (CP 5)
Available for PzIV, Panther, King tiger , replaces pintal HMG
Cost 30
Suggestions:
The barrage is simply way too powerful and cost efficient, it could simply be removed or replaced by mortar barrage.
In the case of KT could both pintal and commander become available?
Sight bonuses can be problematic when stuck with veterancy bonuses.
High Explosive Anti Tank (HEAT) Shell (CP 7)
Cost 45
SturmTiger (CP 11)
cost 620/180 pop 18. mutually exclusive with King Tiger
The unit seem too expensive for 180 and pop 18 NahW grenade can not be used while reloading.
Suggestions:
Consider reducing pop to 16 and maybe full to 160.
Consider increasing armor from 220/110 maybe decreasing HP and giving damage reduction.
Imo NaHW should be able to be fired while reloading, it could also become available from vet 0 and could scale with veterancy. One could even redesign the ability to work more like real life exploding around the vehicle as an cqc AI weapon.
I would also consider replacing the suppression affect with a "shell shock" affect momentarily stunning units and leaving a long lasting effect like reduced accuracy and/or speed.
Critical vs vehicles could include injured driver/gunner.
Consider removing the manual reload making the unit more vulnerable once it has fired.
In my opinion it should get more utility doing extra damage to structures maybe even becoming available to bypass some of the damage reduction from brace. The unit could become far more attractive as doctrinal counter to structures especially since the barrage available from panzer commanders is already effective against structures.
Removed abilities
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