I sort of wish that it was the m5 halftrack (the one that can get the quad machine gun upgrade). |
The sherman bulldozer upgrade adds 80hp. So you will survive 4 pak/p4/panther hits with a sliver of health, but almost any extra damage (notably including a faust) will kill you. |
Yeah, they can't revamp more than 2 commanders. That said, airborne doesn't need a revamp. It just needs its abilities to be about 50mp cheaper. No new abilities, no significantly changed abilities, just a price decrease. They already buffed p47s, so they should be able to lightly touch other abilities as well. |
Also, on the topic of airborne vs recon support, why are ir pathfinders strictly better than normal pathfinders while also being 40mp cheaper?
Seriously, who would play airborne post patch? Recon support gets pathfinders, paras, and airdropped at guns (all for much cheaper than the airborne equivalents), while also getting a sight/cap speed buff, one of the best light vehicles in the game, and a meh arty barrage. Airborne, on the other hand, gets a massively overpriced mg calldown, p47s, and thompsons on its overpriced paras. Yeah, this seems like a fair tradeoff.
If airborne's units were reasonably priced, this actually would be fair. p47s are nice, an airdropped mg can come in handy as well, and being able to choose precisely which units you want to call in has value. However, when recon support gets 60% of airborne's units and every single one of them is significantly cheaper, significantly better, or both, then airborne becomes pretty pointless. I actually think that recon is fine (possibly aside from the greyhound), but airborne badly needs cost reductions on everything but p47s. |
Remember Support Paratroopers don't have Demos or access to Thompsons and Tactical Assault.
Sure, but normal paras don't have access to mines or super zooks.
Seriously, recon support can call in a combat group, crew the at gun with the para squad, reinforce the gun up to a full crew, and suicide the remains of the para squad for less manpower than it costs airborne to call in an at gun and crew it with REs (353 vs 370). If the recon support player wants to reinforce the para squad back to full instead of suiciding it, they end up getting an extra elite infantry squad for a grand total of 67mp and 60mu more than what airborne paid for just an at gun. That's just not right. Maybe my suggested numbers are a bit too aggressive, but something really needs to change. |
Any chance airborne company can get a bit of attention? It doesn't need a rework, but the manpower costs for airdropped paras/mg/at gun are ridiculous, particularly compared to recon's para combat group. Recon gets a para squad + an at gun for 325mp + 60mu on top of 4 other nice abilities, while airborne needs to pay 650mp for the same 2 units (and that takes up 2 of airborne's commander abilities). That's pretty ridiculous. My suggestion would be something like this:
2cp: mg drop 260mp -> 190mp (even if you reinforce with res, you still pay 30mp more to account for skipping tech, which seems reasonable)
3cp: para drop 380mp -> 325mp (if recon support gets a para squad + an at gun for 325mp, airborne should be able to get a para squad by itself for 325mp)
4cp: at gun drop 270mp -> 200mp (see mg drop notes)
This way, para + at gun costs 525mp, which is a lot more reasonable when compared to recon support's 325mp+60mu. |
I wonder if an anti tank camo ability (ie camo + first strike bonus for at gun and jackson) could fit into usf recon support. It sort of fits thematically, and it would give an ability that is actually potentially useful late game. |
Mechanized:
Swap m3 assault group for tac support m5 (or any other worthwhile vehicle callin)
Swap recon sweep for combined arms
The jeep might also need buffs, but with the other changes, it hopefully won't have to carry the commander as much. |
In general, I think that free commanders should be prioritized over paid commanders. Unlockable commanders should be sidegrades, not straight buffs.
For UKF, commandos and royal artillery. At the moment, brit commanders feel pretty damn p2w (or at least not pay to lose), and that is not a good thing. Of the free commanders, royal engineer has a bit of niche use, at least, so I'd focus on commandos and royal artillery.
For USF, I think airborne should be included. It's free and it shouldn't need too much touch up work to make it on par with the top tier commanders. After that, maybe grab recon. It is absolutely terrible, and the rest of the USF commanders are at least good as niche picks. Infantry and mechanized could also be good options -- infantry could use some differentiation from tac support, and mechanized's niche is pretty damn small. |
which does nothing since it miss the building and doesn't do that much damage when it doesn't miss.
In my experience, the usf mortar reliably hits most buildings. Maybe it won't hit a tiny one every time, but it reliably hits most larger ones. Also, when a mortar hits a building, it always deals at least 5 damage to everyone in the building. This applies to every mortar in the game. Sure, 5 damage isn't much, but it will eventually force people to leave the building. |