Your whole army and all your allies armies in vincinity, from simple pioneer to JagdTiger with everything in between next to CP4, every singular unit in range gets half the bonus average at best KV series tanks(which you might have maybe 2 at once on field) get.
That is simply incorrect the HQ aura effects the teammates units also.
The PzIV affect is simply overrated. The unit is is an inferior more expensive PzIV and the affect of the aura is half of what some of the allied units get.
The main reason why it creates issues is mobile defense and that is because the commander combines AI and AT no tech calling-in vehicles that should not be available in commander.
Having that said aura units imo should be redesigned:
1) Their aura effects should scale with veterancy.
Reasons: The whole point of veterancy is to improve the role of a unit in its role that applies to aura units also. In addition units that do not improve in their role feel "expandable" since one can easily replace them.
When it comes to sharing XP imo it should only be reserved for support units with low DPS like 251 or the Major (unless it start vetting from his barrage). Then the player has the choice either to risk the unit or keep it with lower bonuses.
2) The aura bonuses should consist of 2 part one that gives low benefits but it is passive and an active one that timed.
Reasons: It allows better balance of bonuses and counter play. The unit provide some benefits for having around but the the impact should timed limited so that the enemy can counter play by soft retreating.
3)These units could provide additional utility via abilities.
Zeroing artillery is generally an overpriced ability that can become good only combined with an ability from another commander and even then mostly against static or slow moving targets. This is hardly a argument about how OP flares are. One should be actually asking for a better design of zeroing artillery than complaining about the flares.
Having that said flares should have much higher CD.
That is why ST44 upgrade is badly designed. It buff DPS across all ranges and especially at ranges the unit is "designed" to be weak making the units perform good at all ranges and reducing the effects of relative positioning. And that is why riflemen are struggling.
Weapon upgrades would be far better designed if they, either completely changed the role of the units (VG's MP40 for instance) or buffed the unit performance in the range it is "designed" to fight (LMg42 for grenadiers).
In the case of riflemen BAR could be changed have a bigger impact at mid range while reducing their cost, then riflemen could be solidified as mid range infantry.
Not a single soviet mine can OHK any infantry squad. In fact, not a single mine in game can OHK any infantry squad.
Only certain mines have a limit to how many entities they can kill, there are mines with no limit that can actually OHK a squad even if it is improbable.
-Do you need Line of sight when activated? or does LoS increase accuracy of shells?
-Does it attack all allied Units, or Sector points, and with what? (Infantry with mortars, or Rockets, Tanks with railway etc.?
Does it get stronger the longer an Allied unit is within the pocket?
As far as I know:
The ability has 2 attacks, mortars attack on allied sector points, artillery shells on all units in units with sector that are out of supply with not need of LOS on this units, I think it does not get stronger with time it is quite powerful to begin with.
Although I have to check the editor for more details.
We are finalizing things at this point for internal testing so likely no 1.9. No major changes, though there is a discussion of possibly placing the Valentine to tech since it arrives so late to the field. Likely after Bofors/AEC tech and then figuring out if it's balanced appropriately.
I am under the impression that the path is far from being ready to be finalized, it affect more than 20 units yet the changes to xp values, veterancy bonuses and abilities only affects a handful of them. Imo fixing the vet systems should be a priority for units since they should remain balanced in all stages of the game...
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The Centaur, in comparison, is about double as effective (and consistent!) against infantry than a Cromwell, so UKF has a reason to get it. I think the Ostwind just needs its scatter reduced until it becomes as effective at AI as a P4 with pintle mount (which is still slightly worse than a Centaur).
Centaur also has the same armor and HP with Cromwell while significantly lower target size. In addition it is superior in killing light tanks/vehicles like like the 222, PzII and even (although not recommended) the Puma due to high fire-rate and enough penetration.
The Cromwell on the other hand has superior speed.
In fact, Okw can deny allies defence the same way with volks. Moreover, Okw got walking stuka that could effectively wipe out any team weapon. Let alone taking other combos(flares and zeroing art making any part of the field into a no-man-zone for example) in team game into consideration.
Combining abilities from different player is really difficult to balance and their allot of combination that are OP from both Allies and Axis.
The specific one is strong but zeroing artillery is actually an over priced ability that does not really work without synergy from team players. It could actually be redesign to be easier to use and less powerful in combination with flares.
The flares should start by having their CD increased by allot and see how that goes.