Imo that is a necessary change that would help increase the meta allot more than simply revamping 2 commanders each time.
It would also help abilities individually since allot of them are problematic only because their available in strong combinations.
The current approach does not actually increase the commander available for meta, it simply replaces the 2-3 commander with new ones, since it basically over-buff certain units or abilities to make the commander more attractive.
Commander should follow a design that would make the total power of their abilities about equal to all others.
Yeah but we have to remember what relic is actually willing to do here. 5 years in isn’t necessarily the time to make sweeping fundamental balance changes to commanders of every single faction in the game. |
Imo unit with critical kills should not be able to be spammed since their by pass game mechanics and their performance can be greatly be effect by other factors. For explosives and WP rounds can easily make them OP.
In the specific case of the JLI I would suggest the following:
a) Remove sprint.
Reasons:
The unit is long range unit and has no reason to have sprint available to them especially since it can be combined with the fatherland with ridiculous results.
b) Remove or move to veterancy the first strike bonus.
Reasons:
The combined accuracy bonuses with the fatherland have ridiculous results.
c) Allow the access to the unit with 2 ways:
1) build-able from HQ for 250-260 requiring tech (possibly first truck set up or first truck enter the field). Unit comes without G43.
2) As a call in that spawn at CP-2 for 300-340 manpower, units comes with G43.
Reasons:
Having to built them instead of spawning in them in the middle of battle will reduce the spam affect.
Being able to spawn will still make them useful to counter enemy snipers.
d) G43 unlock gated. That can be depending on the power of the weapon, first setup, second truck called in or second truck set up.
e) Make the DPS of K98 flat or even negative at ranges bellow 10-15 so that the unis perform poorly at close ranges.
f) Overhaul veterancy bonuses maybe move some of their DPS there.
Besides the price increase I think the ambush bonus needs to be looked at. +50% accuracy on the sniper leads to around an 85-95% chance to snipe retreating units at vet 3. The ambush bonus needs to not apply to retreating units, or just removed from the sniper rifle model.
I don't think the critical hit is too high, it's the same as it has been for 4 years now.
+1 to both of these.
I would add that they also have a ridiculously small target size with vet for what is supposed to be a support squad and IMO they shouldn’t have the .9 accuracy modified against green cover. No reason to make them negate cover in addition to being able to snipe models IMO, and pathfinders (the only other equivalent unit) don’t have that. |
Rifle Company changes were also band-aid fixes more than anything. Ostheer units have the potent sprint, even before it was introduced into camouflage via Encirclement. Veteran Riflemen never got a rework and was outright removed which would have been a perfect squad leader upgrade like we have for Grenadiers at the cost of a weapon slot.
As for what could be done off-the-bat, 'Flares' should be merged with 'Fired-Up' which should no longer have a de-buff.
+1
A German infantry doctrine-esque veteran squad leader upgrade for rifles would be great for rifle company too IMO. |
USF Anti Tank Doctrine:
Theme: Find, ambush, and destroy enemy armor using a variety of tools
0cp: Pathfinders
(same as airborne company)
2cp: Anti Tank Munitions:
Enables rear echelons to lay heavier AT mines (what exactly these mines would be I don’t know because I don’t know of any other American mines) that are able to engine damage vehicles and inflict slightly more damage than normal mines (maybe around halfway between riegels and normal mines) for 35 (or maybe 40?) munitions and allows rear echelons and officers to use anti tank grenade assaults against vehicles (same as soviet anti tank doctrine one except they do not engine damage vehicles, and there’s one or two less of them being thrown because of smaller squad size).
3cp: Anti Tank Crew Training:
Allows USF 57mm at guns to camouflage (same as soviet ability) and reposition faster for a short period of time (same as Brit at gun ability). Maybe: allows Stuart crews to take advantage of their smaller size and camouflage as well (much like soviet anti tank doctrine camouflage).
3cp: Airborne AT support squad:
An airborne squad geared specifically for destroying enemy armor can be dropped into the battlefield for 290 manpower. They can lay the same at mines that rear echelons are given access to (the ones in the doctrine, not the timed stun ones) and can be upgraded with an AT package that gives them 2 super bazookas and the ability to camouflage when in cover (same as recon support one). They do not have access to anti infantry upgrades (but can still be upgraded with BARs at the weapon racks if you want I guess). I thought about giving them at rifle grenades too but that might be semi-OP. Veterancy geared towards survivability and reload would be nice too but I don’t know if that’s an option (as in I don’t know if custom veterancy is allowed). If not then just standard airborne veterancy.
4cp: Allied supply run:
An allied cargo plane will drop munitions into the base sector to supply anti tank efforts. The plane can be easily shot down. (drops munitions for manpower like ostheer ability but delivers to the base sector like the soviet one).
Alternatively for the last slot: 8cp: P47 rocket strafe:
A single p47 will make a strafing run with its anti tank rockets. More like the targeted Stuka strafe than Stuka/p47 CAS (it’s a strafe instead of a loiter). Costs 120 munitions. Note: Ideally all the rockets combined would do about the same damage as the soviet PTAB bombing run in their Tank Hunter commander and would cover a relarively concentrated area about the length of a KT with spacing narrow enough that you could just barely hit the aforementioned tank with all the rockets if it’s stationary. I’m not sure if that’s codable which is partially why I have this as an alternate last ability. That or it could just be a p47 that drops PTABs somehow.
I can’t really decide between the two last slots, so I guess I’ll just have them both there and other people can give feedback if they want.
Strategies and rationale:
This commander gives usf a variety of tools to help destroy tanks without the use of armor. Pathfinders can find enemy tanks to help US forces react and plant beacons to reinforce the airborne AT squad on the field. Rear echelons and officers are given additional AT options to scare enemy armor and anti tank crews are better trained and have more options at their disposal. Airborne AT squads provide an elite infantry deterrent to enemy armor while allied airpower also joins the anti tank effort (in one way or another). My goal behind this commander is to give additional options for tank killing to a faction where it’s basically just Jacksons or bust to a point, and his would allow more variety in play style for USF, especially with vehicles that would be freer to not be Jacksons since they are backed by other at options. |
Pathfinders aren't bad, but in my experience they aren't worth any more than a riflemen squad. I'd rather have a squad that can snare than replace one with a pathfinder squad. I don't think the benefits they have outweighs having another rifleman. Cloaking is nice for scouting lategame, but I like to win before then. I tested them a lot last year trying to find a niche for them, and I didn't. Their performance is just too similar to a riflesquad.
Honestly, there may just be some skillgap between us involved in this (as in you play at a higher level). In my experience, I prefer the extra long range DPS in a supporting role and the ability to airdrop reinforce paras over having a snare, and I kind of just make do with not having that snare, which I find to be workable at my level (160-something with usf 1v1s). I also play a lot of brits too, so I'm used to not having snares (although they do have them now, which is great). I tend to not be able to reliably win games that quickly either, so I like to have the lategame boost of paths and paras, and a couple of jacksons usually doesn't require snares a ton; at least not defensively, which I'm fine with. |
HI Guys,
i would like to get some constructive feedback on possible upgrade options for Assgrens and veterancy changes to make the unit more viable.
Upgrade option idea:
- Unit can be upgraded with a flamethrower (costs 60 mun), upgrade unlocked after finishing battlephase 1
The flamethrower would fit thematically really good and would give the Wehrmacht more options for house cleaning.
- Unit can be upgraded with 4 &Stg44 to make the unit more useful in the later stages of games, timing of the upgrade up to debate.
If the Assgrens would get a proper upgrade cost increase would be justified (300 MP)
Thx!
The one issue I could see is that flamethrower + sprint + assault grenades would be kinda OP. It'd probably be possible to wipe a garrisoned machinegun just by using sprint and then assault grenading it and letting the flamer finish it off unless he jumps out immediately when he sees the assault grens. |
then be consistent and remove the gardening mortar pit as well
Goddamn yes please. Then give brits a normal mortar and everyone is happy.
Also, lefh does not equal mortar pit. One gets countered by 2 mortars or an infantry push and the other is pretty much invincible if it's near your base, especially with a free schwerer protecting it. |
3 Rifles -> LT -> 1 para works well.
Pathfinders are overrated, don't bother. Paratroopers are the best american squad in the game.
I don't know, I really like pathfinders actually. They seem to work pretty well as supporting infantry, but aren't really able to 1v1 other squads obviously. Especially great because being able to paradrop reinforce paras and paratrooper-crewed team weapons is great. |
Faction + Commander Name:
USF - Allied Invasion Company
Theme: based on the Allied invasion of Normandy. Aims to fill some gaps in the USF line-up and emphasize on the Allied support that the US forces had at their disposal during the invasion.
Unit and Ability Roster:
Strategies and Rational:
This commander is supposed to cover two major gaps in the USF line-up: their early game weakness to snipers and their late game weakness of having no 'tanky' heavy tank available to support their vulnerable tank destroyers. The Glider Airborne squad would be a nice solution to include Paratroopers in a unique way. The glider would serve as an alternative to a Major forward retreat point / ambulance. The supply drops will give a nice boost of income, but it will be risky to use them as they can be overrun and stolen by the enemy. The Naval Bombardment gives this commander a new unique (for USF) artillery ability.
Additional Context:
I haven't put too much thought into this commander, but I thought it would be nice to somehow give the USF a heavy tank (other than 800HP Pershing). With the Jumbo out of the question (that would require a new model) I thought the only suitable unit was a crossover Churchill. It also gives the USF a (counter) sniper that they so famously lack, and has some nice supporting abilities and units to round it all up.
The Naval Bombardment being similar to OKW Breakthrough's Assault Artillery might give the opportunity to fix that ability (as it's currently quite broken).
This would be pretty interesting I think. |
I think bigger changes are needed, if it's restricted to the bundle of paratrooper+ATG, if it's for a LT build it needs a bit more than costs and timing adjustments.
Well if greyhound was actually good (and if it came at 4cp, before medium tanks hit the field) it'd be an attractive choice even with the lt as it currently is because the stuart isn't super great against infantry, so the m8 would be the alternative.
Cluster bombs are good, IR paths aren't bad but they come late for no reason, and the paradrop also comes a bit late IMO. Just fixing that stuff would make the commander pretty good. Fixing the bazooka paras' camo wouldn't hurt either. |