After some talks with Talisman up late one night, we came up with a few commanders.
Here is a quick idea for SU:
- 0CP - Radio Intercept
- 0CP - T70 Command Tank
- 320MP 90Fuel (only one at a time), built from tier 3
- Vet1 - Capture
- Vet2 - Increase Aura Size
- Vet3 - Rate of Fire Increase & Mark Target (no recon plane)
- Aura Effects - ONLY EFFECT INFANTRY (no teamweapons)
- Received Accuracy
- Rate of Fire
- Accuracy
- Other Details
- Comes with slower movement/rate of fire speed (similar to command vehicle for UKF)
- Comes with the current increase LoS ability (but unable to fire during) from start to compensate for cost
- 3CP - Guard Command Squad
- 430MP Cost (only one at time)
- Abilities
- Guard Nade
- Smoke Nade
- Hit the Dirt
- Upgrades (can only research 1)
- Anti Tank Package - 2x PTRS
- Ability Unlocked - RPG 40 Anti Tank Assault Nades
- CQC Package - 3x PPSH
- Ability Unlocked - Sprint/Oorah (functions same way as USF fire-up)
- LMG Package
- Ability Unlocked - Suppressing Fire (same as previously named ability)
- Flare (unlocked at vet 1)
- 5CP - Conscript Repair Package
- 6CP - Rapid Conscription
Rationale:
We wanted to try and mitigate overlap as much as possible as Soviets are currently plagued with this across most commanders.
We also wanted to try and utilize an aura (that only effected infantry) as SU is missing this in its entirety, we wanted to attempt to pre-balance this by making the unit slow tech drastically to tier for in comparison to the standard build. This unit could also make a tier 3 build viable again, depending on whether or not the unit lives long enough to benefit from its veterancy. This along with the movement/fire rate reduction to the non-standard unit would mitigate it to a support role. This aura may also make conscripts see more play than the currently do inside the meta.
In regards to the "Guard Command Squad" this was again, to introduce a unit similar to the Jaeger Command Squad, as it is not overly strong, but can fill a lot of "support" roles with its upgrades, but requires a larger than normal investment to compensate that.
The 5 & 6CP options are to lean harder into a conscript opening, while not giving the early to mid game strength of the commander any power in the late game, truly forcing you to keep your units alive to get the most value of the commander.
We also believe that the this commander
could see play due to its versatility in 1v1 or team games, but it won't ALWAYS due so, due to the options that are available for other commanders.