At the end of the day, the bulletin system was a failed experiment which it's objective was to artificially increase the amount of random low value things which could be dropped in a lootbox system.
From this point of view - yes. But if it is in the game already, why not to try a brainstorm to find some usage for it, since it is a part of the multiplayer?
imo, each basis unit (non-doctrinal) should have 3 intel bulletins and all non-doctrinal units should only have 1 or 2.
Number of bulletins should be discussed closely. My idea:
2-3 bulletins for each unit with basic bonuses, which fits to this unit.
1-2 bulletins with unique bonus, like Ostwind has (added supression), which highlight the role of the unit.
Hmm, yea the maxim bulletin seems to add only 1% suppression isntead of the 5% it says. Does the mod team read these fora or is there another way to contact them? I'm thinking of making a excel-sheet with the bulletins present in the game and the changes that we can discuss on the fora later.
Yes, it is. AFAIK all of them are members of this forum, some of them even in the staff, like Sturmpanther or miragefla.
Edit:
This is the list of issues, which i see in the bulletins system
I would like to talk about current situation with intel bulletins in the game. According to open sources, there is no plans for bulletins rework, but i still would like to get some ideas and discuss it with the community. Anyhow, i would like to add, at least UI part of this discussion to QoL thread, when some completed idea will appear. So, let's started!
Issue number one - visual language
As you know, enery bulletin has one or several symbols for fast recognise the affect. I believe it was ok in the beginning, but then a lot of disparities appeared. I will not list them all, just give some of them.
Example 1 - dispatch
Both bulletins reduce the time between dispatch. Earlier bulletins using right symbol, later bulletins using left symbol. Also, left symbol used for ability recharge bulleting, and reload bulletins.
Example 2 - reload
for some reason, you can face three different symbols for reload bulletins. Lightning symbol also used for reduced cooldown. Second one also used for increased rotation rate. Third one was mentioned in example number one.
It can be fixed, just need to make some symbols system to avoid overlapping between different effects.
The other issue - incorrect unit on the bulletin's icon. Some people can be confused by large number of M-42 bulletins, and 0 bulletins (according to image on icon) for ZiS-3.
Also, there is no order by affected units, so you need to lurk bulletins for one unit in the chaos. It can be fixed with some manipulations with bulletins name. i've made it in russian numerical veterancy mod, and it looks really good!
Issue number two - bulletins with the same effect, but different %
Every bulletin should provide small, but meaningful effect. Currently, there are a lot of bulletins, especially for East factions, which provide the same effect, and the only difference - %. Some examples:
2 bulletins with 10% experience for HMG (1 special for Maxim, 1 for Maxim and MG 42)
2 bulletins with accuracy for Maxim (2% and 3%)
3 bulletins for Mortar accuracy (2%,3% and 5% for PM-41)
2 bulletins for SU-85 penetration (3% and 4%)
2 bulletins for ZiS-3 rotation (5% and combo bulletin 2% pen and 3% rotation)
4 bulletins for ZiS-3 penetration (2%,3%,4% and combo bulletin 2% pen and 3% rotation)
In my mind, every unit should have only one bulletin for every effect, but with solid % (for example 5%). Other option - bulletin with two effects, but smaller %(like 3% and 3%). So, 1%-2% bulletins should be reworked.
Issue number three - sevral units have one bulletins or don't have them at all
In the beginning, according to exist bulletins, every type of units has it own gentleman's set of bulletins. Like near by all vanilla infantry units, which were on the start, have their accuracy bulletin, and every HMG has number of bulletins for cooldown, reload and expirience. Here is some units, which require some bulletins:
Both 76-mm "Sherman" - 0 bulletins, not integrated in any global medium tanks bulletins
M1 mortar - 0 bulletins
KV-2 - 1 bulletin
KV-1 - 2 bulletins
SdKfz 221/223 - 0 bulletins
Ostheer Puma - 0 bulletins
M26 - 1 bulletin
T34 Calliope - 1 bulletin
Goliath - 1 bulletin
This list is not full.
Issue number four - late game bulletins
There is no doubt, that late game bulletins not used often because no guarantee, that you will use something from late game stuff, and their bonuses are on the same level with early game bulletins(2-5% mostly).
Something should be done with it. My idea based on unique options, like Ostwind supress bulletin provide, and some bulletins as gentleman's set, but with really meaningful influence, like increased expirience. For example dispatch bulletins for super heavies are really useless.
Issue number five - covered influence
Several bulletins affect not only listed in the description units. Like several StuG III G bulletins affect StuG III E and...Elefant. Bulletins should affect only one, two or max three units with some common thing (like mainline infantry, elite infantry, HMG or units with the same base in extremis, like grenadiers and assault grenadiers, or Guards and Assault guards).
IOW, every unit should have gentleman's set of 3-4 bulletins with good, but not extremely powerfull effects and 1-2 bulletins with unique bonuses, which increase unique advantage of unit, or open new options. (like mentioned above Ostwind bulletins).
Just an example - super heavies.
IS-2 and Tiger
2 gentleman's set bulletins - penetration and increased expirience.
IS-2 has bulletins with standart and half-standart effect - reload and speed/rotation.
Tiger has bulletins with standart and half-standart effect - increased armor and sight/turret rotation.
At the same time
Tiger II has only one bulletin from gentleman's set - increased expirience.
M26 has one bulletins from gentleman's set - increased penetration.
I would like to hear your opinion, i believe we can figure something interesting!
Several mounth ago i created thread about situation with bulletins. And one of highlighted issues was inconsistency of used symbol and even units on icons.
I was thinking to adjust these icons, but faced a reality, that to much work should be done. And here is my question - is it interesting to the community to adjust icons for bulletins and bring them to some common standart?
Or maybe you have some ideas about that, except major bulletins revamp of course, it is prerogative of Relic and balance team, not me
Example what i am talking about Current Partisans bulletin icons
It was discussed hundred and hundred times. I want to see some changes with bulletins too, because lots of them are useless, some doesn't work at all, but balance team and Relic didn't pay to much attention about bulletins system. I still have somewhere collected suggestions and ideas for bulletins system
Bulletins can be modified, i remember at least one bulletin change since community got an opportunity to tweak the game. It was supression bulletin for Maxim.
But i can't say anything about adding new ones, since the last bulletins were added in 2016 iirc, before community start to make patches.
So, since the new patch is coming, i would like to present the assets, which were sent to the balance team for the next patch. Most of them you have seen before in the discussions or feedback threads. These assets were created by SneakEye, Kasarov, and me. NOTE: Not all of them may be added
When patch will be released, i will post adjusted list in the first post here.
Special for patch
Fixes of previous changes
Important changes
Proposed portraits
This section include portraits for units, who doesn't have it's own and using portrait from the other factions
Agree to disagree. I think the t34/76 for its cost is very good especially against infantry with its superb mgs. It’s pen it pretty meh but when rngesus decides you deserve death, ain’t nobody gonna convince him otherwise.
AI potential on par or lower, if compared with Sherman or P4, after patch Cromwell will be cool in that area too.
All generalist mediums are good vs infantry. But others have something else in addtition like good pen (M4A3), armor (P4), speed (P4 with vet ability), stabilisation (M4A3) or buffs throw commanders (M4A3 and P4J especially). Cromwell is like T-34, but better. It has good upgrade (accuracy and sight), vet ability (smoke) and penetration on par with other mediums.
At the same time, T-34 has nothing expect bit lower price as his own advantage.
If we speak about Sherman, it is really good without doctrines, i think it was the reason ,why it hasn't got any additions before dozer throw commanders. I don't remember the exact reason, why dozer was added in the first place. But still, this upgrade makes M4A3 into semi M4A3(105), but without 105mm gun.
I'd swap it out for the 105 in Urban Assault and leave Mechanized with just the 76mm. It's a good tank when it's not being overshadowed by the 75mm Bulldozer.
It's only third, because first place was taken by T-34 with 76-mm gun, and only then goes Cromwell and OST P4.
Back to the topic. This upgrade difficult to show throw UI, and visually M4A3 Sherman easy to misrecognise with M4A3(105). Additionaly, dozer upgrade comes with two different commander abilities, which is not good as well.
I think better to change it on M4A3(105) in both commanders, where you have it, but for mech company it will means lack of M4A3(76)W.