I'll second that. Too many abilities in the commander are either inefficient or just plain useless.
1 CP- Forward Observers
This ability needs to be relaxed so that just being in cover or garrisoned gives the sight bonus to Riflemen, and it needs to persist even in combat.
2 CP- I&R Pathfinders
These guys should cost a little less, given they're support with no M1C Garand sniper rifles. And they (along with their Airborne counterparts) should be able to spawn in ambient buildings to help set up Paratrooper ambushes/assaults.
3 CP- M8 Greyhound
The Revamp mod that the patch team developed pretty much nailed the M8 on what it should be. A beast of an anti-infantry machine, it should have it's .50cal enabled and the Armored Skirts on by default. I'm split on whether it should hit at 3 or 4 CP though.
4 CP- Recon Sweep
This one is useful, but redundant in a faction that already has a better sweep by default on the Major, and more readily available recon through the Observation-equipped Rifles and the Pathfinders.
Replace it with individual Support Paratrooper squads at 2 CP to promote use of I&R Pathfinders. They can keep the random weapon spawn gimmick, but make them fully equipped rather than partially.
7 CP- Airdropped Combat Group
Who in the world thought this was a good idea? It's mindbogglingly unreachable. Change it to something similar to the "Supply Drops" ability from the original CoH (though trading the mortar for an AT gun), making it cost less MP and more munitions, and suddenly you have a viable way of creating instant problems for the enemy behind enemy lines.
I agree with most of your points, specially the mod team nailing the Greyhound as a full on AI vehicle, 4 CP I think it would be balanced, 3 CP Might be a little too stronk.
As for the last ability I actually wanted some sort of Fuel into Manpower ability, or Recon getting some sort of Air Support... Just give them regular Airborne Infantry too. |
Rangers are bad now.
How so.
Personally I find they are extremely dangerous when flanking.
They are not bad but it feels a bit backwards that Riflemen get better veterancy and cost less, they got their cool perks to make up for it but it's still odd you know? What Cobalt said basically, though Rangers are pretty tough and can get a BAR on top of their Thompsons and are one a doctrine with a lot of potential, CA is nuts, I feel Paratroopers could use a little boost... Heck, I think Airborne is the one USF doctrine that a few buffs could make it solid.
I wish they let the idea of making the MG/ATG drop cost munitions. |
Thread: #USFOP8 Nov 2017, 22:28 PM
The greatest comeback of all. |
The more riflemen you use, the more you bleed and the more you push out the usefulness of elite troops like rangers or paratroopers. You can give your vet 2 riflemen bars, or you can get a vanilla elite trooper squad around 3 CP. You should use Echelons and riflemen in tandem, but then what exactly is the point of elite troops? This new change doesn't really emphasize elite troop usage like he says, it just emphasizes USF using more combined arms.
I can't imagine dropping 400 MP that I had saved up for reinforcements, teching up, and purchasing upgrades to get a ranger squad. It instantly puts you behind unless you were saving a bunch of manpower by not using riflemen or stalling somehow.
Probably doesn't help that the veterancy on Rangers/Paratroopers doesn't even really get good until like vet 3. Which loh and behold Riflemen have one hell of a vet 3 in comparison.
I wouldn't mind if they made Paras and Rangers better to make those Doctrines more atractive. |
Ah shit.
Let me just pop out my crew, crit repair and drive away.
It takes 4 seconds when they have like 300% RA, it's not like it used to be, also Vehicle Crews now vet slower and don't have access to it after one penetrating shot as they used to.
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On USF changes I'd say Jackson should be 600 hp or 540. 640 hp is too much for a turreted TD when used by a competent player even with the increased cost and nerfed moving accuracy.
Also, RE receiving smoke grenades seems out of place and is a major nerf to USF infantry play. RE already function well as a engineer unit that can get weapons upgrades and putting smoke grenade on them makes little sense. It's unnecessary change that forces the US player buy more then one RE simply to have mobile smoke as the mortar takes ages to drop smoke at times. USF is meant to have smoke on their mainline infantry to allow major pushes with multiple points of smokes to covering different approaches. Aside from that the USF changes seem fine.
It's 640 to prevent the Elefant/JT from killing it two shots, That's why their damage also got nerfed, I also don't like the smoke change one bit... If they wanted people to use the LT more often they could give it a new skill, REs are still a bit overpriced reinforcement cost wise to want more than one. |
It has already the highest dps out of all atg.
If it pens, or you may 30 munitions each engagement, it's okay due to it's low cost. |
I feel like people are avoiding the fact that REs are expensive as fuck to reinforce.
Just 3 less MP than Riflemen, but people think USF float Manpower or something, maybe the Officer change will make USF bleed a little less. |
I'm looking forward to the Commander changes the most, though I do feel the LT tier will still be weaker, it will be playable again when Bazookas are fixed.
I love the Jackson Buff. |
Panther was arguably in a good spot until non doctrinal units started showing up dealing more than 160 damage per round.
Namely, Panthers have been in a poor position since Jacksons and Fireflies entered the picture. (And Churchills highlighted the incredible disparity between Panther and StuG dps.)
I feel like a Jackson with 640 health may as well have 160 damage and a stupid high level of penetration, like, 525, so it can always penetrate the targets that they hit.
Then you'd have something that could very specifically hunt heavies, without making it slaughter mediums without a second thought.
I can't imagine how offended some Axis Lovers would be if the Jackson penetrated their big cats every shot. |