I played it for around 10 hours now.
Soviets
- Maxims: feel good. I noticed I use the wider arc to defend territories by setting up instead of a-moving them in a certain spot. Suppression seems good, burst duration feels fine, and setup time was noticeable at first but feels fine now too. I am not too sure about the reinforcement cost, I used maxim spam in multiple games, but I only noticed a very small effect on mp income compared to live. I wouldn't mess with the reinforcement cost any further though, it feel solid now.
- Shermans: Good changes, I can't spam them at all. At first I thought 2:30 minutes was quite excessive, but when I combined my shermans with normal teched vehicles It didn't bother me! Still I think 2:00 minutes is the sweet spot here. I wonder, is it possible to give all call in vehicles a bigger call in 'cooldown'? I am thinking of Pumas, M10s etc.
OKW
-Command Panther: Mark Target is fantastic now. It gives a great balance between extra damage, accuracy and pen. It also comes at the right time now if you ask me, 11 cp is quite an improvement. I noticed I would be more careful now too with my CM Panther, since it isn't such a death cannon anymore.
UKF
- Tank Commander Upgrade: I feel this ability is indeed fine now. I did notice my tanks do vet a little slower now, so it is noticeable. Nailed it if you ask me.
- Emergency warspeed: Feels like it is in a good spot. Makes me use the ability more like I use blitzkrieg, in a more defensive way.
AEC Treadshot: Definitely feels more responsive and more reliable. I like the added stationary requisite. It makes the vehicle very vulnerable though, more so because of its range. I didn't like to use it as often as I liked because of its range.
- Cromwell: Increased fuel cost is felt, it still is too cheap if you ask me, 125 would suit it better (Brit teching is still cheaper than for example Ost). The new rotation rate does feel like a solid improvement, but was hard to get used to at first. The added turret traverse rate is a solid addition and feels good. Moving accuracy and scatter values are huge improvements. The tank still feels solid, whilst not being the uber medium tank it used to be!
- Comet: Range was felt immediately, pop cap not so much, but I like the improvements. Reduce rotation rate was felt immediately too, but the turret traverse fixes it nicely. Moving accuracy, and the scatter values feel like a Panther now, but I think it is fine for the tank, since it can very effectively fight infantry still. Good changes, I like them.
- Smoke/White Phosphorus: Good changes
I was wondering about the accuracy and scatter of the comet WP shell? It feels more accurate (which is good) than the normal shells.
- Emplacements:
- Sapper flamethrower upgrade:
- Land mattress: focus fire prioritization on the gun instead of the crew and health nerfs feels good, I definitely felt like flanking and surprising it was more effective, I lost a few to sneaky P4 rushes. Slower barrage feels good too, I could actually reliably dodge it now. It still covers a huge area with it's rockets, so it still is effective. I could still reliably wipe things with it without feeling super cheesy, just had to plan my barrages better now.
- Artillery Cover Ability: The drawn ability and the onset delay feel good. I have seen my opponents dodge the anti vehicle shells and have dodged them myself too, the shell speed feels good. But now that I can dodge them easier and they have less AOE, I am not too sure if the loader stun duration should be 5 seconds, perhaps 6 would be better as it doesn't hit as often anymore and it is an expensive ability (not too sure though.. so take it lightly).
As for the anti infantry barrages. I still hate them and I still wish them gone, but they do perform less harshly now. I still find they actually do damage my units, which is annoying for team weapons. But a big improvement nonetheless!
Quality of life Changes
- Handbrake 2.0:
- Hold fire :