...In the first days of the Warsaw Uprising, the AK troops captured two Panther tanks, restored combat efficiency and entered service. A panther named "Magda", supported by units of the "Zośka" assault battalion, on August 5, 1944 captured and liberated 348 Jewish prisoners of the concentration camp at Gęsia street.. (Google translate)
I like it, but it’s not historically correct. AK and Red Army were not allies. Moreover, Red Army didn’t participate in Warsaw Uprising and didn’t help at all iirc
Shall i say, that OKW has HMG in tier 0 already? Or maybe i should mention two barrage abilities in one commander? No, i think i will say, that OKW already has two command tanks, no need for third one.
I do have one difference of opinion: I think that UI positioning should be based on ability function. All frag grenades at 31, snares at 32, sprints at 33, for instance. That matters more than keeping all vet 1 abilities in the same spot, which is applied so inconsistently that I'm not sure if it was ever intended.
There will have to be exceptions, but these can be made consistent as well: conscript, panzergrenadier, and infantry section repair at 13, as an example.
You know,this kind of this system i was trying to do here. As you can see, offensive abilities are always more on the left for regular units, and on the right/top for engineers. Vetability slot is just a try to keep some consistency with original version of the game. Your idea sound good for units with clear role, but need some research for units with unique or mixed role on the field.
On the other hand, for vehicles it’s definetly sounds as a good idea, i will review it later. Thank you!
Edit: i see you have unique profile portrait, if you have something to suggest for the game - go on. More UI artist is always better!
Ostheer version 2
This one was based on feedback from the thread and some our researches. Hopefully, this one gonna be the last huge update, since other faction are in good condition and may require only minor fixes.
Tiger Commanders
- Now using regular uniform of panzer crews.
- Helmets changed on officer hats.
- Commander with officer has cross.
Also, one of them got headphones in case it's not unique enough.
Tank Destroyer Commanders
- Inside part of poncho colored in white, as was mentioned in the feedback.
- Updated officer hat.
- Elefant commander with scopes and recon got binoculars as exception to highlight his high performance in recon.
Osttruppen Commanders
- Their uniform colored in green (like Osttruppen uniform)
- Pocnho for Pak 43
- Cross for officer
Luftwaffe Commanders
- Fixed extremely dark faces.
- Fixed location to match with other commanders.
- Luftwaffe Ground Support uniform was inspired by pilots coat.
Ace Commanders
- New uniform for Strategic Reserves Doctrine.
- Updated officer hat for both.
Infantry Support Commanders
- Removed assets for command Panzer IV.
- Festung Artillery got his original design, but with new assets.
- Storm Doctrine got grey uniform to not overlap with Osttruppen.
- Blitzkrieg Doctrine got regular German uniform.
- Updated officer hat.
I personally think its performance is fine, and that it just needs to get a build time so it arrives a bit slower and can't be recalled as easily after losing one.
Why not just increase the price little bit, so it won't be so cost efficient, and add recharge time after it was destroyed, like with heavies.
Moving doctrinal stuff to tiers is not good idea in general, and even worse in case of UKF tech. UKF is faction, which especially overloaded with units in each tier.
I would spare my opinion about this gamemode too: Rhein - mostly fine. Essen - not really satisfied with building around fuel points and some tight ways, surrounded by walls or object (like trains). Overall fine. EttStation - My favorite map, but obviously fuel is very safe, especially for north-east team. And if Red Army got FHQ in central station building...gg gor jerries. La Gleize - okish, but very large for 3v3 imo. Oka River - good map, after redesign one of my favorite. Suddently, it's the only map with ice, where it really can be used as gameplay feature. Steppes - Just very big for 3v3. As 4v4 map - definetly one of the best. The only issue - very decolored and in general monotonous, but it's not a balance issue. General Mud - Big, ugly due to weather, and monotonous. As mentioned before - spawn system is a big problem. Angermunde - fine. In some areas wall were used as fences (lowered to be like fences) and not give cover and vision. Thanksfully, it's not in important areas. Redball Express - mostly fine. Would like to see somme changes on the center, because some sightblockers can be destroyed on 80-90% (like wall of lubmer around VP) but still not giving the area of sight and units can't shoot throw them. Very confusing. Whiteball Express - I hate this map in the beginning, but now it more or less okish, at least for 3v3. VineFields - fine. Hill 400 - don't know, usually vetoed. iirc was not satisfied with elevations on the center and advantage for east team due to cutoffs. Hamburg - mostly fine after last huge rebalance. Rzhev - broken. Winter map with summer skins (apply skins from summer slots), summer textures on buildings and vehicles is ugly as hell. The rest seems fine, additional plus for ice. Lienne Forest - To big for 3v3, north fuel seems very safe. The rest is fine.
Overall, i think 3v3 has one of the most interesting mappools because:
- Has maps with ice (unlike other gamemodes)
- Has really clutch urban maps
- Has several good open area maps
- Maps are very different in terms of design.