The PTAB airstrike is very good. If you can get engine damage or a ram, its really easy to get good hits on the larger targets. It is really not that slow, unless you only play on massive 4v4 maps. In 1v1 and 2v2 it hits plenty
You can see how it good...
Comparsion of bombing runs from Fragmentatio run topic
PTAB could get little buff to damage and make engine crit like regular snare. Right now it have the same damage to vehicle as Fragmentation bombing run for OST, while don't make any serious damage to infantry.
What would people think of this change: Instead of adding a delay, make it so the bombing run has to start from your base. That would probably add enough time on small maps that you would have a chance to react. Maybe compensate by making the AOE wider since you can't align it the way you normally would.
How you suppose to change direction of ability? Plane start maknig rotations? IT still OP when near to your base and useless near to enemy base. Better have one time for all bombing runs.
If my understanding of the unit is correct, to remove pfausts from FSJ is a bad move, because:
OKM infantry is analog to OST armor, overall good and costly enough, not really cost efficient, but effective.But the downside of such generalist design is enemy variety, because cheaper and/or specialized units can and will harass a stronger axis units in specific scenarios other than plain combat (cost efficiency, versatility, scaling) and usually axis units have a finite powerspike, faster games favour allied, stalled games favour axis, generally speaking.
FSJ is as it is now (it can be changed though) is an elite doctrinal mainline infantry, projected from the volks design and not an elite AI specialist, therefore the presence of pfausts. Volks after upgrade are effective at all ranges, so are FSJ, volks have snare to be used as a part of a combined assault, so are FSJ, both have grenades but FSJ have better abilities because of their higher price (compared to volks or obers) and have camo because their original role was ambush (it is a bit redundant now TBH)
Instead of loosing pfaust, remove camo, but instead of removing camo or pfausts IMO FSJ should get an explosive satchel or the bundled grenade to stun vehicles, simply that.
If FSL are "mainline" infantry they should builded from base sector, not deployed in any point of map. Also, they could get the same ability like guards have - "soft snare". Explosive AT satchel like penals have, too OP due camo.
In-game player could cap points or stand inside circle or click on flag. How about make that if player use flag to cap point, he got increased speed of capping, while also squad get some debuff to RA (like they stand in red cover) to add some element of risk-reward mechanic. I think it could bring more action and skill in game. Some players will be build sandbags, some use new variant.
It strange that we have flags that works only as obstacles for vehicles, while don't have any functionality.
It also make camo units more valuable, not only for ambushes, but for fast decapping behind enemy lines. And maybe halftrucks too.
AI partisans don't have snare, that makes them vulnerable against any vehicle rush. Commandos don't have any snare. OST jagers with mp-40 don't have any snare. Just imagine if these squads have snare? We would see stealth squads armies wiping infantry from stealth and cripple any vehicle.
IMHO:
USF - increase cost to 140-150
OST - drastically decrease AT ability, like USF bomb run have, make wider AOE, while make that units could be killed if were caught in central area of ability. Like Stuka Dive bomb work. Make time of starting in-line with other bomb runs. Cost like USF have.
SU - increase damage slightly and give engine damage like regular snare did.