I was not questioning weather panther have heavy crush or not, I simply do not have a full list of unit that have heavy crush which might help answering the question. The case of Pershing is similar for instance.
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A good puma micro and your t-34 is useless because you will get penetrated frontally no matter what and even outranged? by a light vehicle with a turret and criticals with vet.
A puma firing at T-34/76 at max range (where it outranges T-34/76) has a 53% chance of penetrating frontally. I wouldn't call that low chance as "no matter what".
I have not check which units have heavy crush or not.
On the other hand I really find odd the fact that assault engineer and Ro.Eng can manipulate the environment similar to heavy crush with an ability that is free and has an extremely low CD. It make some sense for Ro.Eng to help them with emplacement building but the CD is low that they are far more effective in clearing terrain than vehicles with heavy crush.
Can someone elaborate that? What's the logic behind this?
As far as i know the Panther is a medium Tank and they don't have heavy crush.
I know that the Brummbär has also heavy crush and i kinda get it on this one but why the Panther?
Thanks in advance.
Heavy crush help with the mobility of a unit since it can crush some objects instead of going around them.
WC51 -No longer gains shared veterancy
A number of units have shared veterancy (officer etch) which should be removed. Shared veterancy should only apply to support unit with very low DPS like 251.
M-42 -Canister range from 60 to 50
It can still out-range a HMG there is not reason for 200mp unit to be a substitute to a mortar, the range should be 40 or bellow. The unit continues to fire very quickly and is one of the best units to bring down ambient building for no good reason.
Shock Troops -Grenades no longer share a cooldown.
Other unit like commandos and MP40 grenadier share cooldown there is little reason for shock troops to be the exception here. The argument that they did not share CD for a long time does hold any water since the grenade received a massive buff 300% far damage buff in the same patch and the ability to damage ambient buildings.
Shock Troops are receiving a number of buffs while the main reason that people do not use them anymore has probably more to do with Guards over-performing than with Shock being UP. Shock where used and since have seen little change and slipped to obscurity when Guard (and Penals) got buffed. Imo continuing buffing shock, in a faction that is doing good, is step in the wrong direction it messes with balance to solve a diversity issue. The same approach was taken with Penal troops and the results where poor for a very long time (they still are imo).
The main problem with shock troops is the bleed and I am actually surprised that changes do not move toward that direction mostly.
Forward Headquarters -CP requirement from 2 to 1
-FHQ Aura is now a 30 second timed ability with a 90 second cooldown; free ability.
I would suggest some improvement to the aura usability.
FHQ comes without the aura (or with powerful aura) with a slight discount, player can upgrade the FHQ to get the current aura for a cost. This change allow the player to decide hwo much his want to invest/commit in the FHQ.
In addition the aura is split into 2 parts, a passive one giving a small bonus (20%?) of current and the rest comes from the active part.
Forward Observation HQ -Fuel cost from 60 to 40.
-Ambient Buildings that are converted can now reinforce nearby troops.
The problem with the ability is mostly the CP. The ability comes way to late.
I suggest again a similar approach as for Soviet HQ. Lower CP and cost allow the unlock of the abilities with further investment in cost and maybe lock some of them behind tech.
Since it is a Forward Observation HQ maybe increase sight a bit more?
On another note the reinforcement times and XP values of many units some of them in the revamp need to be looked at. If I remember correctly St.T and JLIR fall under this category.
Just throwing this out there. If most tank cannons "near" range is 0, it's basically impossible to take advantage of the near range bonuses such as accuracy and penetration unless the barrel is jammed into your opponets tank. You think it may be better to make it a more accessible range like 3-4? Missing point blank shots because you're at 1 meter from target is unlikely, but feels like shit when it happens.
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Accuracy and penetration are linear so when you are in close range the values used are between the "close value" and "mid value". Changing the value to 3-4 meter would have same a similar effect as increasing "close range" by something like 8% while keeping it 0.
As far as I know the value are calculate the distance to target at the time the shot is fired and are not affected by the actual travel length of the projectile.
NKVD disruption Tactics from a design point of view.
Thematically the commander should be about intelligence, infantry tactics both defensively and offensively. Radio intercept fit the commander nicely and could even be replaced by spy-network available t only 1 other commander.
(abilities like rapid conscript could use a redesign as I explain in another thread, providing squads that can not reinforce but can merge) Comments:
The IL-2 Sturmovik attacks is a good ability (close to OP) but it can hardly keep the commander afloat since it also available to other far more power commanders that combine better abilities like IS-2, KV-1 and so on.
The only good solution here is to simply removed them from stronger commanders since they should not available to them in the first place.
The KV-8 is specialized tank and currently it is an odd place costing nearly as much as KV-1 with a high pop while being inferior. Imo the unit should be available with 2 methods, as a call-in unit at current price or as build able from T4 with a discount (350/120?). I will go into more details about the unit in a separate section. The unit is not bad but it available in much stronger commander that also have access to super heavy tanks. Again the ability should be removed from these commanders (so that it can not be a used as no tech transition unit to super heavies)
Scorched earth Policy is in weird place since it can heart user if used on his own territory and is difficult to use in enemy territory (but way to crippling for 35 munition if one pull it off). I actually find the implementation in coh1 where one could destroy the enemy territory much better. Again the commander hardly become attractive from this ability.
My suggestions would be:
If the mechanics stay the same to become available to more or all infantry so that it easier to use.
To redesign the ability:
So that now it work similar to "sector artillery" dropping incendiary munition on enemy units inside an owned sector. The ability could be triggered by player or when attempting to cap the sector similar to over watch flares. Price would have to go maybe to 70-100.
or
The ability now creates a number of booby traps inside a sector in random locations.
or
Use the Coh1 mechanism of destroying a neutral (or even owned sector).
Commissar squadagain the unit is weird place. The constant healing aura promotes blobbing and should be become timed if it stays. The propaganda is good but the buffing abilities need micro to use and situational. In principal and imo all aura unit should have their bonuses scale with veterancy giving the player the choice to use them cautiously for little return of risk in battle for greater reward. Currently a player losing such a unit is not really punished other than drain since he can call-in another unit and benefit from the same bonuses.
Suggestion:
Since the problem here is how to create a commander unit that support infantry but without promoting blobbing my approach would be that Commissar allows the activation of the abilities or provides further bonus to nearby units that use abilities.
For instance:
One could make "fight to the death" and "stand your ground" as abilities to the infantry themselves (fight to the death for Penals? stand your ground for Conscripts?) with a munition cost but only available when with in the aura of the Commissar
or
One could add bonuses affects for conscripts using "ourah" or bonus affect for AT grenades and molotovs (if I am not mistaken this can be achieved by adding a very small bonus to ourah and magnifying the effect with the aura).
In the case of penal (although I am skeptical since the unit is already powerful) "to the last man ability" could be added as button and ability could then be activated only when near the aura. The aura on this case would "add" 1 casualty to unit so that Penal squad with 6 entities would get same bonuses as one with 5 and so on.
Imo the commander compares pale to other commanders not because it actually bad but because its "stronger" abilities like IL-2 and KV-8 are also available to "stronger" commanders and the current commissar is problematic.
As long as abilities like the PPsh and IL-2 are available to commander with KV-1/T-34/85 and super heavies it is going to be hard to make the rest of the commander viable.
The approach of combining abilities is not correct in all cases.
It was correct about tank traps and the a similar thing should be done about soviet tank traps and doctrinal mines but it was not correct for camo/sprint and ppsh/hit the dirt.
The game needs weak medium and strong abilities so one has the tools design commanders with equal power level.
Speaking about "op" combinations the mechanized commander is simply get a bit out of hand.
The commander has access to 3 doctrinal mu abilities
1) Combined arms
2) mark target (WC 51)
3) 155 (WC 51)
6 doctrinal units
4) cavalry riflemen
5) WC51
6) M3
7) M21MTHT
8) 76 mm Sherman
9) Dozer at the extremely low cost of 340/110/70 Mu
The amount of abilities and combinations one can use from a single commander is simply over the top, while the wide variety of vehicles rather confuses the player more than anything else, with probability of using all these units during the course of game being very limited.
Imo the commander would be in much better place if "refuel refit" was redesigned to allow player to exchange his light vehicles for others, allowing greater flexibility and different build order.
In addition the need for WC51 to "scale" (more like being used) into late game with abilities like mark target and 155 barrage, would be removed since the unit could simply be refitted for a new one. The investment in light vehicle would also be more rewarding since the player be able to use the correct tool for the job as the game progressed.
You can chain tommies kits indefinitely, while true, its more expensive and harder to pull off as okw, you still can.
Healing auras would be op if they healed in combat, which fortunately they no longer do.
I do agree that commissar healing should be timed if mobile/unlimited when immobile akin to ambulance, but healing itself doesn't promote any blobbing in itself.
A, ok I see, you agree with and you simply want to argue semantics. Ok I am moving on.
(will even edit my original post to make it more clear)