@vipper, the firefly with tulips has high alpha damage yes, but definitely doesn't kill anything by it's self, unless you have 2 of them....
I simply point out that the claim that FF is inaccurate is simply false and had to respond to another claim about the high reload time.
The fact that FF does 200 damage and can fire Tulips makes the unit having a comparable DPS to other TDs even with the high reload time, and the DPS also improve significantly with veterancy.
A lone FF will kill a medium tank with one reload +2 Tulips if they land.
If one wanted to touch the unit one would have to take into account all parameters effecting the vehicle like time to hit the field, Tulips, sight, accuracy, vet bonuses and access to other tools like war speed and hammer trucking.
Problem is that fixed gun tanks are a bit on a loss as far as hull down is concerned but yes. Thinking about it now it would be nice to have hull downed tanks with repair bunkers near by.
Hull down bonus should not be universal but tailor custom made for specific vehicles.
Armor way higher than the AEC isn’t saying much. That’s like saying “moving accuracy way better than ostruppen” lol. There’s also effectively almost no difference as almost anything on the axis side that isn’t small arms will penetrate both vehicles 100% of the time.
I think by 4cp counters are definitely on the field and it wouldn’t need be an unreasonable time for it to come out, and stuff like the luchs, aec, t70 and Stuart are all on the field by 3-4 cp but 5cp is still probably better timing. I really do think it’s fairly comparable to the t70 in terms of role and type of vehicle (they even have the same recon mode now).
T-70 needs teching and has close to half the armor/less Hp.
The armor of the Valentine is higher than any other light tank and should be classified as meduim/light. Actually it makes quite a difference since the AEC dies to AP rounds (and to one tellar mine) while the Valentine takes little to no damage, so you are actually wrong.
At CP 4 the only thing that counter a valentine from Ostheer would be a pack or shreck and I doubt that either of the would be able since Valentine is one of the fastest tanks around.
For OKW only Puma would be able to counter it but even then it would have to be the first unit out of T2 leaving OKW without a Luch. Even the Puma might have trouble chasing the Valentine due to terrain speed modifiers.
The unit should actually become better armorer and far less mobile since (in real life it was infantry support tank and not cruiser tank) having one of the fastest tank with bonus vision roaming around and calling barrage will probably prove problematic.
Its vet bonus should also be looked at since gaining speed and size reduction combined with "war speed" make the vehicle ridiculously fast and with extremely low target size.
Just tested the British Artillery Commander and especially the Valentine feels still weak, in my opinion in need one further buff either better ai capabilities, come at 4 cp as an alternative to the AEC, become cheaper -> 60 fuel or get better vetrancy bonuses like faster firing and better accuracy.
Valentine had a major buff to its AI with x150% damage buff while keeping AOE the same.
In addition its armor is allot higher than the AEC, CP 4 for light/medium tank is way to early.
...
These were arguably bigger changes than the old Vet 3 nerf it got, having a 10 second reload but having your accuracy nerfed so heavily can cause some obvious issues. ....
Have you actually calculated Fireflies chance to hit vs a PzIV?
Urban defense commander from design point of view.
The commander thematically seems to designed for specific maps with houses.
When changing the commander one has to consider if the commander is designed as a 1vs1 or more of support commander in 2vs2 games and above.
Abilities:
Forward head quartets (CP 2)
M-42 45 mm AT gun (CP 2)
Shock troops (CP 2)
Booby Trap territory (CP 6)
KV-2 Heavy assault tank (CP 14)
With the current changes the commander seem to hit a spike at CP 2 by gaining forward healing, elite infantry and ATGs.
In addition the KV-2 allows the commander to invest fuel on forward healing, stop teching at T3 and still be in little disadvantage since he can relay on KV-2.
So the commander can apply allot of pressure at CP-2 and still have strong late game.
Comments:
FHQ the ability is strong but situational because it requires suitable buildings. Maybe the FHQ upgrade should repair some of the damage to ambient buildings if they have any.
One could also provide tools in dealing with this buildings like abilities to vehicles with flame weapon to set them on fire.
Auras imo one should reconsider the aura and especially applying it to allied troops something that was removed from other auras. The aura could become a timed ability.
The problem with aura can easily go out hand when multiply auras apply like the "inspiration" from KV-2 (or other in team games like combined arm, command vehicle, advance cover, hold the line, heroic charge etch.)
The reinforcement post is simply way to cheap and accessible especially with Soviet faction design and access to elite infantry and to no tech ATG, Ostheer would need 300 mp and 120 MU for the same while OKW would allot more. I have to point out although fuel my set the tech back mu set back in DPS in mid game and even become more important in big modes and late game.
M-42 the unit should be designed as stop gap and currently is simply OP for cost. (will go into units in another thread)
booby trap would be better to become dot damage so it can delay capping. Maybe move to infantry since currently need little micro to use and lots of micro to counter.
KV-2 simply does not belong to the commander. Having a FHQ protect by KV-2 apply 2 aura to units like shock troops and PTRS penals that can sprint to use satchel and have increased DPS due to cooldown is simply asking for trouble.
Call-in vehicles are also bad for the commander since the no tech access to vehicles counterweight the investment in fuels for HQ access.
The commander could use a strong off map like IL-2 bombing or an ability that increased DPS of garrison troops and/or increased DPS when firing on garrisoned troops that fit the commander thematically.
Since I have some trouble following the changes to revamped commanders I have created this thread with the information on the changes. I will start with Soviet commanders and try to keep it updated to the latest patch (current 1.8):
(axis) Wermacht
Defensive Doctrine
Osttrupen(CP 0)
cost 200
Entrenching tools (CP 1)
Stug III Ausf E assault gun (CP 7)
cost
Advanced Defensive Positions
Pak 43 Emplacement
cost 350/45FU gun can be scuttled and 120/15 fuel refunded.
Concrete bunker (CP 2)
Cost 380 can be upgrade to repair station with 60MU (960 HP/35 armor)
Mg Concrete bunker (CP 2)
Cost 380 2 Pop
Pak 43 Emplacement (CP 8)
cost 350/45FU
250 Half-track (CP 0)
cost 200/30FU 3 Pop
Built from HQ requires BP1
Veteran Squad Leaders (CP 2)
Pioneer can upgrade to 5 men for 30Mu
Grenadier can upgrade to 5 men+1 g43 for 60Mu
0.9 CD 0.9 RA medic kit no cost
Panzer grenadiers can upgrade Support Package for 30Mu
Storm Troopers (CP 2)
cost 340 8Pop
Assault and Hold (CP 6)
cost 70 duration 45 sec
x1.25 accuracy x2 decap cap rate
Fragmentation Bombing (CP 10)
cost 180 Mu
Removed abilities
OKW commanders 1.8
ELITE ARMOUR DOCTRINE
sd.kfz. 221 Scout car (CP 0)
requires set up truck cost 210/20 4 pop 100/10 to 223
abilities:
drop 1 "medic kit" cost 15 mu
vet 1 "defensive smoke" cost 30 mu
vet 5 "riegel mine" cost 50 mu
Upgrades FuG 12 radio set cost 100 MP/10 FU
abilities:
"lock down" to increase resources income +3FU/+5 MU normal sector, +11 on mu sector , +7 Fu on Fu sector.
"Signal array" passive to spot enemy vehicles in FOW range 85.
Emergency repairs (CP 4)
15(?) sec duration 35 mu cost
restores 300 health over 10 seconds after a 3-second delay
Panzer commanders (CP 5)
available for PzIV, Panther, King tiger , replaces pintal HMG
Cost 30
High Explosive Anti Tank (HEAT) Shell (CP 7)
Cost 45
SturmTiger (CP 11)
cost 620/180 pop 18. mutually exclusive with King Tiger
Removed abilities
Overwatch Doctrine
Early warning system (CP 0)
Access to Goliath cost 100 mu
SWS truck give information in the mini map in range 70
Warning flares on capture points
Coupled with the higher penetration values the Puma with HEAT shells will serve much better as a medium tank deterrent than a stock Puma.
The Puma with Heat is much better that stock Puma do but I feel the need to clarify that Puma at max range has very low accuracy and Penetration even with "HEAT", and it not as effective as other units in kitting.
The unit becomes allot better when used to closer ranges (the DPS curve is allot higher at close ranges) and thus can be used as "flanker".
The only problem with it is that moving speed is greatly affect by terrain and while is very fast on road and or even terrain it performance drops dramatically on the late battle field that is covered with creators. This gap should be reduced.