So use more time to lay 2 mines that also can be hit by infantry unlike teller meaning u will never know its there unless u run over it with a tank and get it instagibbed or sweep it....
You can still get a wipe from a 4 men squad with the 2 mines so its far from wasted. |
Wermacht 1.8
Defensive Doctrine
Osttrupen(CP 0)
cost 200
Unit fits commander theme, still does not scale good. In addition mechanics are too complicated and lmg on 6 men squad is imo a bad approach.
Suggestions:
Increase cooldown of ability, possibly reinforcement speed slightly.
and
Apply a penalty at all weapons of the squad adjust damage of default weapons and the cover bonus. (this mechanism can be applies to all squad, weapons are balanced around mainline infantry, weapons picked by support units have penalty weapons used by elite infantry have a bonus).
and
Remove the LMG upgrade, once BP3 is researched unit can upgrade to replaced by Ostlegionen or Ost-Bataillone a unit that no longer uses the cover mechanism has a target size 1 and can merge. Possibly use Soviet weapons.
Entrenching tools (CP 1)
Tank trap are being built too fast while provide green cover and are not used according to their real life use, trenches see little action, sand bag can easily be built.
Suggestions:
Tank traps (all factions) reduce building speed by allot, reduce cover from green to yellow, reduce size to 10 but allow engineer to dismantle "cut" them.
and
Trenches (all factions) allow only engineer to built them, increase protection from all type of weapon accept incendiary WP. That would make them hard to make more useful.
and
Give them 50-75 cost cost and password protection, but allow them to be "captured" when unoccupied. Allow them to be dismantle by engineer for half mp refund. Make the decision to used more strategic.
and
sandbags remove them from all mainline infantry (accept conscripts?) or increase time to built. Not all fight have to take place in green cover, make maps cover more important.
Stug III Ausf E assualt gun (CP 7)
cost 260/75
An assult gun does not really fit a defensive commander, hull-down is a far better choice (can be replaced in other commander with similar mechanism).
The unit's base stat has been buffed considerably.
Suggestion:
Move some of the bonus as veterancy bonuses. Move mobility bonus to vet 2 replacing armor. Add smaller size in vet 3.
and
Give the unit an mg.
and
Replace the TWP ability with direct fire shot with hollow shell for AP use. In real life Stug -E where used against vehicles successfully. In addition the unit should not be completely defenseless vs light vehicles.
Hulldown
Rename to defensive position and redesign the ability to give custom bonuses to units. turret-less units could exchange movement for faster rotation.
Advanced Defensive Positions
Pak 43 Emplacement
cost 350/45FU gun can be scuttled and 120/15 fuel refunded.
The idea might be good but being able to creep you Pzk43 for 230/30 fuel is exploitable. Even you manage to kill a single tank you are probably causing more bleed.
Suggestions:
offer upgrade to the emplacement so it becomes more resistant to artillery weapons?
Concrete bunker (CP 2)
Cost 300 can be upgrade to repair station with 60MU (960 HP/35 armor)
Interesting have not tested enough
Mg Concrete bunker (CP 2)
Cost 380 2 Pop
interesting have not tested enough
Pak 43 Emplacement (CP 8)
cost 350/45FU
Sector Artillery (CP 12)
cost 200MU duration 30 secs.
The ability comes too late for a defensive ability is very expensive and extremely powerful if the opponent does not retreat. It performance is inconstant from forcing a retreat to wiping enemies army and is also inconstant across game modes. By comparison close the pocket compared pale.
Suggestions:
Reduce CP-7-8, reduce cost to 100-120 and balance around the power of light artillery barrage affecting the sector instead of specific area while increasing duration. This will help the ability serve the role as a soft deterrent instead of gaming changing hit or miss ability.
Removed abilities
pak 43
Tank traps
Hull down
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Wermacht 1.8
Infantry Doctrine
250 Half-track (CP 0)
The unit might be ok as call-in but in this commander it simply arrives to early. A mobile mg/command bunker can put too much pressure on important sector.
In addition the unit suit a mechanized commander much more than an infantry commander.
Suggestion:
Replace the unit with Stug which fit the commander's theme allot more.
Veteran Squad Leaders (CP 2)
Pioneer can upgrade to 5 men for 30Mu
5 men with flamer do not mix well even at CP 2.
Suggestion:
Remove Mu cost from upgrade but make it mutually exclusive with flamers.
Or
Alternatively keep the Mu cos but now med kits are free.
Grenadier can upgrade to 5 men+1 g43 for 60Mu
0.9 CD 0.9 RA, medic kit no cost
The upgrade creates another long range infantry making either lmg gren better or 5 men grenadier better thus leaving little room for both units.
Suggestion:
Increase Cd on medic kit, it can be used too often for a "free" ability.
and
Give different abilities like a stun grenade and/or smoke grenade creating more difference between the 2 versions.
and/or
Go even further, merge the ability with "Jaeger Light Infantry upgrade" providing 5 g43 with about garrand level creating the room for both version to cooperate as an offensive and defensive infantry. (ability could even get a tech cost adding strategic thinking on when to unlock)
Panzer grenadiers can upgrade Support Package for 30Mu
passive:
-Rudimentary Repair: Allows Panzergrenadiers to repair at a reduced rate. (1.1 vs a Pioneer's 1.6)
-Combined Arms: Panzergrenadiers gain -10% Received Accuracy and +20% speed when near vehicles.
Active 25 munition
-Mark Target/ Infantry: Panzergrenadiers can mark hostile infantry; enemy will take +30% received accuracy while the Panzergrenadiers receive +15% received
An interesting upgrade.
Suggestions:
Since vehicles will probably be target of ballistic weapons and having infantry close to tanks is generally not a good idea maybe replace RA accuracy with 10% ballistic damage resistance?
and
Active will probably not used since pg and vehicle will probably have enough firepower to deal with enemy infantry. Maybe replace with faster reinforcement speed. PG reinforce extremely slowly or some other buff when the vehicle uses it own ability further increasing synergy.
StormTroopers (CP 2)
cost 340 8Pop
The unit simply does not fit the commander's theme. It should actually be available only in encirclement and designed only for that commander.
No cost MP-40 have little reason to exist, it compares pale to JLI at CP 1 and 250 cost , and to AT partisans that come with a shreck ready can have snare and mines.
The shreck upgrade is bad combined with the mp40 since the unit has little AI, little AT and no snare.
Booby traps should be available to be used by unit that operate behind enemy lines
Suggestions:
All infiltration units can now be built at HQ a normal cost at CP 0 (without weapons) or be deploy from ambient building at their CP paying a premium.
and
lower the cost of the unit and add a cost to MP40 upgrade
and/or
either remove Shreck or make mutally explosive but give a snare to unit (satchel charge type?) and allow it to plant shue mines.
Remove requirement of connection for use of all booby traps, including soviet ones.
Alternatively
Replace ST with assault grenadiers that are moved to CP1 or CP2 and buffed accordingly so that they relevant in late game.
and/or
If you want Commando clones for Wer:
remove g43 upgrade from PG from "Jaeger Light Infantry upgrade" and replace with 5 MP44+1 entity, replace camo for PGs with Commando and the commando clones are ready in " Jaeger Infantry Doctrine"
or
Replace with infantry officer a new officer designed for Infantry doctrine.
Assault and Hold (CP 6)
cost 70 duration 45 sec
x1.25 accuracy x2 decap cap rate
An interesting ability
Fragmentation Bombing (CP 10)
cost 180 Mu
A decent ability
Removed abilities
Tactical Movement
Light Artillery
Artillery officer |
If ostheer or okw got their luchs/222 one shot by soviet mines they would lose their shit lol
Use 2 soviet mines one next to other. It only cost 60 munition.
Why are you trying to separate players into Ostheer and OKW? Why are you being toxic? |
My suggestion:
Remove Stormtroopers from Elite and Infantry leave them encirclement and balance around that doctrine.
Move assault grenadier to infantry if they want a QCQ moving CP to 1 or 2 and actually fixing the unit.
Make elite able to faster XP similar to USF elite crews.
Remove g43 from Pg for "light infantry" replace with +5 PM40+ entity
Make Pg camo similar to commandos and now you have a doctrinal commando clone if one wishes for Jaeger commander. |
Commander revamp changes:
Stormtroopers
Stormtroopers have been added to the doctrine. Furthermore, Stormtroopers have undergone a rework, to make them a more attractive choice across doctrines. This redesign intends to differentiate Stormtroopers from Panzergrenadiers, by moving them more towards a potent close-range unit, with strong disruption and ambush abilities.
-StG Package removed
-Bundle Grenade removed.
-Now spawn with Grenadier Kar98ks; can upgrade to MP40s for free (note these mp40s are unlike other mp40s, and perform better than Commando Sten guns). MP40s have a 15 second upgrade time in order to require more strategic deployment.
-Panzerschreck Cost from 75 to 60
-Decapture rate from 1 to 1.33
-Veterancy 1 Medkits replaced with automatic healing when out of combat.
-Stormtroopers are now equipped with smoke grenades and a special incendiary grenade; the incendiary grenade is similar to the Volksgrenadier incendiary grenade, but does additional damage to caches. Grenades do not share a cooldown. Incendiary nade starts on cooldown.
-Camouflage now matches those used by commandos in that stormtroopers can stay camoflagued for a short time out of cover.
-Can now place Booby Traps; similar to Jaegar Light Infantry
-Tactical Assault avaliable on cooldown upon being deployed.
-G43 Package now grants 4 Panzergrenadier G43s; cost from 40 to 60. Disables Tactical Assault and locks out Panzerschreck.
-Booby traps standardized to the new Soviet version (Cost reduced from 100 to 45, Damage from 250 to 80, AOE distance from 1.5/3/4.5 to 0.25/3/6) This also applies to Obersoldaten and JLI |
Go do the same against T-70 instead of complaining about it then.
Actually you are complaining. And actually illogically, Soviet have a plethora of ways of dealing with light vehicles.
If you are having trouble dealing with FHT ask for advice.
If in your opinion the T-70 and FHT are similar I suggested you spend less time in forum and more in game.
Have a nice day. |
Deterrents, not counters.
FHT will have little problems chasing off PTRS penals when it keeps range.
PTRS isn't going to kill even kubel on their own and AT nades are rarely picked, because cons are rarely picked outside of single doctrine with guards, making AT nades redundant in early game.
Plant a mine. |
Unlocking grenades or weapon racks before your 1st Officer, your "free squad", is pretty much handling the game to the opponent with the current USF tech system, specially going for Grenades.
Backteching is also a pain and often not even an option in most circumstances.
Maybe but that does not make USF teching slower, which was claim I was responding to.
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Noobs are trying to say that 70 fuel T-70 is totally worth to loose it for a 50 muni teller mine. You got what I say?
...
Why are you trying to start a flame war? |