The pop is definitely a bit cheap, but I think they're fine otherwise. |
Some of these are good, though most of your CP changes are waaaaay too early. KV-8 at 7 CP is freaking scary, it comes out when it does to make sure your opponent has tank support so it can't just YOLO to victory, as an example.
Also, just my personal preference, but Hit the Dirt should affect Penals and Guards as well as Cons and Industry should have its original bonuses (rebalanced to compensate for changes) and be tied to a truck placed on a fuel point.
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Isn't fusi 'nade just a clone of the Soviet one now that damage is 100? The Rifle'nade though is a pain, insanely long fire time + minimum range is just super damn clunky compared to the others.
Recon run isn't terrible, but yeah, it would be more user friendly if you just click where you want it rather then having to figure out the theoretical vector or take attention from the fight. |
Its just really bad luck, unfortunately. |
I agree with a lot of these. Soviets are balanced, but their doctrinal versatility is terrible. Even if the only change was non-doc T34/85s, giving the Soviets a stock reliable late-game workhorse would make a lot more Soviet doctrines viable. |
Personally, I think the original industry should have been rebalanced with lower MP penalties and less fuel to compensate for old changes and instead have been attached to a truck set up on your fuel point, a little like an Opel Blitz.
However, yes, Supply Drop is a lot less interesting, but it's far better then the old industry. |
Agree with most of the others, nerf the tulips, but make the cannon reliable. |
I would be curious to see what would happen if volks had their shreks removed and had G43s + Frag or MP40 + Smoke 'nade upgrade instead for a week how well the OKW could perform. Not saying it should be a permanent thing, but I would be interested to see whether or not OKW mid-game would be fine relying on fausts, rak and Pumas. |
Actually, only cromwell, firefly and comet can upgrade commander, but in trade they can't upgrade mg gunner.
More over, commander only increase 10 sight, scope double the sight range, which is 35 to most vehicle.
Yeah, but that also ignores the other rather powerful bonuses granted by the tank commander upgrade. The scope is LoS only and only when standing still. The Commander upgrade for tanks gives a bunch of other bonuses as well (will post them once I find them) |
I wouldn't say an overhaul, but many of their units definitely need looking at. One thing that might go far is shifting a hammer/anvil bonus to the Bofors/AEC unlocks and possibly adding additional shell variety for the howitzers that can only be used by the Tommies. So for AEC/Hammer, add either a precise smoke shot or a volley that covers a wide area and for Anvil perhaps a WP or incendiary shell for area denial and flushing out pesky weapon teams.
Also, what is up with the terrible throw range on the IS for the arty flare? It takes danger close to alpha penal levels. Well, it would if the 25s could actually hurt something. |