I did really like the old OKW due to their manipulation of resources via fuel/munition transfer, weak but expendable infantry backed by elite units (sturms, falls, etc), and their theme of having lower income but with highly veteran troops once they get rolling. The new OKW seems easier and more mindless but they did need some buffs. Hopefully they'll tweak the new OKW more to a good spot. |
Heck making Commandos appear from buildings would make more sense considering their suppose to be behind the lines not OI COMIN FER YER ARSE JARRY (GOD SAVE THE QUEEN FULL BLAST PLAYING FROM THE GLIDER) |
For some odd reason the Commando Glider Insertion from the Commando Regiment costs 500 MP (not the issue) but doesn't allow you to build any more Commandos from it, can't retreat to, and only reinforces. Compared to the 540 MP Forward Logistics Glider which not only gives you a Airland Officer but lets you build Commandos and medics. Not to mention a free FRP added on. Apparently all justified for being 40MP more.
Suggestion: Buildable Commandos, medics (optional), and set up a FRP.
Right now its complete shite to the Logistics Glider (must be the Officer aboard with the tea)This would greatly benefit the glider as now instead of being a immobile unrepairable half track, you can set up a retreat point behind your lines or to reinforce a area. Losing a commando squad and having to pay 500MP to get another is absurd. 350MP to buy another is more reasonable.
(Or the Forward Logistic Glider is OP but at least make the Commando Glider in the goddarn COMMANDO regiment better instead of a one way overpriced insertion for Commandos) |
I like the changes. Gives the 222 a mid to late game role outside of broken spotting scopes. |
It'd be interesting if IS with pyrotechnics could throw smoke grenades that requested flare rounds. Course they would have increased range to throw the darn grenade. After all, pyrotechnics already increase line of sight, why not go full on the recon aspect. |
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It's alright, most people would refuse to even look at the other side but I do agree the P-47 rocket strike pales in comparison to SCAS. It does the job but more expensive and worst. |
fix Stuka Close Air Support and we can talk about artilery cover
SCAS is pretty much alright now. It has counter play, you can pull back (not getting stunned like a bastard) and let your AA unit take it out with little issue. Centaurs rip apart Stukas and basically wasted 200 munitions for the OST player. Artillery Cover has a limited counter play pool and not only counters infantry but tanks as well. |
I do believe Stormtroopers get the same RA out of the box same as PGs. There a good unit for ambushes with STGs which is basically what they are meant for. If you want the shreck it's not bad as you get armored denction and can ambush overextended or low hp Allied vehicles. People like to extend until they're mid to low health and pull back. Destroyed many a vehicle with stormtroopers but than again Panzerschreck PGs with camo cloak is better. |
Just get rid of the engine crit and instead cause turret jam (for turreted vehicles) and gun jam (for non-turreted vehicles). At least that way enemy vehicles can pull back. Pinning enemy infantry is still pretty stong, should get it reduce to just being suppressed. |
Buffing shell artillery would do well for making them more valid choice compared to rocket arty. Doing crits with a certain range or direct hits would be awesome and give a player to decide between anti-infantry or soft anti-infantry/tank. However, what type of crits would there be? Crew stunned seems the most appropriate. |