I've noticed that paratrooper support squads with bazookas will often get revealed while in camo when models turn. This doesn't happen with any other squad that has camo and usually makes you miss out on the damage boost that they're supposed to get out of camouflage, or just get revealed when you don't want them to be through no force of your own.
I'm guessing this isn't intentional, but it's very unfortunate and makes the unit not be really able to function as intended.
Id like three upgrade options
STGs and taacasault 80 muni
MP40s and commandos like stealth 80 muni
Szchreks and commandos like stealth 100 muni
+1.
I think 2 schrecks and commando stealth would be too much though. I think 1 with camouflage damage bonuses like the paratrooper support squads have for like 60 muni would be better, simply because they'd do way too much damage out of ambushes with commando camo to be effectively countered (mainly the problem would be if they have like 2 squads we could have the old pre-speed nerf double raketen type situation were they just sneak around and find tanks and kill them in 2 volleys).
I still play a lot of ukf in 1v1s. I'm around your level (114 in 1v1s with brits) and I still find it very doable. The AEC is pretty much mandatory if I don't want your entire army to get run over and I really have to crutch off commandos to stay competitive.
I feel like the main problems with ukf are that they have a hard time dealing with light vehicles (still) and their tanks underperform in the AI department a little bit IMO.
Problem with Rear Echelon in the early stages is that Volley Fire only works if you are ignored or facing Ostheer Pioneers; the unit will die in most cases or be combat ineffective. Get into late game, the squad will disintegrate if they push the button and your better off just shooting with LMGs to BARs. Volley-Fire either needs to not have a RA penalty given it needs time to even ramp up, lower RA and faster ramp up time, or be changed so that let's say, enemy units under Volley Fire have their accuracy reduced by like 20-25% and are slowed to walking speed. The latter would mean Rear Echelon could support Riflemen and allow them to close the distance. What penalties the Rear Echelon would get could either be received accuracy or they need to keep the ability channeled or the debuff breaks.
Furthermore, their damage is very inconsistent. Yes, they deal 10 damage per shot, unlike an M1 Garands 8, but your accuracy is only 0.403/0.288/0.23. The moment anyone steps into cover, say goodbye to your to hit anyone. I'd rather their damage get dropped and they could actually hit people or they could shoot slower, but for higher accuracy. Of course, this does mean they no longer are good counters vs the Kubel, but maybe just adjusting their moving stats.
Also, it would be nice if USF can destroy their Fighting Position and get a full or partial refund; would help Rear Echelon to 'bunny-hop' and get more usage of their rifle grenades.
After that, maybe reduce cost or just their reinforcement cost and then that's a decent alternative to Riflemen and you'd have a reason to build more to support Rifles outside of mass RE strats.
What would make the NKVD commander more thematic, I make a suggestion on the basis of this NKVD border troops photography.
In the photo Tokarev Light Carbine is the first Soviet experimental submachine gun: it has a firing rate of 1000 rounds per minute and shoots a cartridge from the Nagan revolver, because of the long barrel and powerful cartridge, the bullet punches three pine inch boards. About 600 pieces were made, it was used by the soldiers of the Kalinin Front in 1942 (it may be NKVD soldiers as in the photo, it can be regular troops). My proposal is to give three carbines to conscripts. This powerful weapon will be close to STG.
P.S. I think for Relic it will not be a problem to draw a small carabiner model.
Yeah but it sounds like new models are off the table for Coh2 and this gun basicaly just sounds like the ppshs functionally (in game I mean).
What if the valentine’s stats were changed so it was more of a dedicated anti infantry vehicle to complement the AEC sort of like the luchs and puma? Because right now, it just seems like a worse version of the aec that comes later than it, and making it do 40 more damage won’t change that a ton because of its weird veterancy bonuses. I guess my point is that it is overshadowed by the AEC due to too much overlap.
A free bail sounds frustrating to play against. How about faster bail instead? that way you have to stay on your toes, but you still have a better chance of saving your crews.
I think the hard part to figure out with this upgrade is what it's really meant for. Should it benefit crews inside of tanks, or outside of them?
If you lose a tank and your Elite Crew escapes, do you want to keep the tommy gun-wielding fast repair guys outside, or do you want your new tank to get their vet? Neither solution is great because of the opportunity cost.
My recommendation-
-2 Thompsons
-Fast Bail
-small repair bonus
for 30mu.
That would allow more crews to live, and make the new displaced crews a bit more valuable.
I thought about that too. That’s a pretty decent solution as well.
Free bail might not be so OP assuming it doesn't give them a durability modifier or auto retreat. Keep in mind they are a large target, if 2 men that's pretty easy to kill and if the player still has to select them and hit retreat it might be enough balance to work given the required for thought to invest in the upgrade and associated... Not BARs that brings
That’s the idea. 2 men with large target sizes are very easy to wipe by the time vehicles show up.
As it stands, just making it cost 60 could be good, give it to TD crews so they can fight on foot, when the AT ain't needed.
Which is a nice idea, but again, large target sizes and lack of combat veterancy bonuses and abilities as well as a somewhat expensive reinforce cost. Riflemen wit more BARs are the much better anti infantry infantry option.
Command Panther to Breakthrough. Strongest call-in to weakest doctrine.
Sturmtiger to Special Operations. Weakest call-in to strongest doctrine.
Jadgtiger to Elite Armored. The Panzer Commander on another tank can spot for it, and HEAT is HEAT.
Wait HEAT on the jt? Talk about overkill lol.
Actually it’d be kind of op cuz then it could 2 hit mediums again.
I once argued that USF stock shermans should gain 80 health at vet 2 or 3 so that they could survive the standard of 4 shots. I believe I also said it shouldn't be too crazy to try testing such a thing and even providing a similar buff to P4s at vet 3/4/5 or even reintroducing side skirts as a muni upgrade.
The balance teams heads spun at the suggestion of even testing such heresy.
I remember one time in vielsalm (hate that map) I had like 5 Shermans and thought I was good but then one of the guys on my side (who had lost basically all his infantry to my 5 Shermans) pulled out 4-5 panzergrenadiers with schrecks (this was like an hour and 20 minutes game) and would just run out of his base, one hit one of my Shermans with all his schrecks, and retreat, and he killed all my tanks this way over the course of like 10 minutes lol. I resorted to just not making any more tanks at that point.
Also a pretty good argument for non doc calliope. Not much ability to really punish critical mass blobbery as usf in the late late late game.
That would mean that USF crew will have a very high probability to be vet 3 since they would have a very low chance to die.
Player will also be stack with a number of crews that disembark from the new vehicles for the vetted crews to use.
(imo one should move the repair critical ability to assault engineer and replace the vet 1 ability with one that allows either to be refitted and be removed from the map or to be "promote" to another unit like R.E.
Or another mechanism could be introduced to unwanted units from the map)
Although I have suggested a similar idea this can only work if the crew loses some of it veterancy (50-75%) in the process.
some other ideas:
Crew can upgrade with 2 Thompson for 10 mu?
For an amount of manpower/fuel crews can now gain a 4 vet bonus that gives them utility
Yeah having them lose some vet might make sense. Keep in mind that 2 guys with like 1.25 RA (a little less win vet3) have a pretty high chance to get wiped by the time tanks come out.
Having some sort of “withdraw” option for vehicle crews could also make sense, and would help mechanized company too I guess.
Like I said in OP, the fundamental problem with Thompson vehicle crews is that they just don’t have the RA to pull it off. Having only two Thompsons (while being significantly cheaper) would only compound that problem. Imagine walking an mg or mortar crew up to an infantry squad and having them sit point blank for a few seconds. Doesn’t work very well, and adding dps (even a ton of dps) wouldn’t really change much in that scenario; maybe they’d drop like 1-2 models before having to retreat depending on the squad. That’s the main reason I suggested the bailing out thing, as they really just aren’t at all cost efficient in any role except being inside tanks as normal usf vehicle crews operate, but if you put them inside tanks, then it’s not really worth getting the upgrade since they’re likely to die in the tank (especially if the tank in question is an M10) at some point, which is an awful lot of munitions to lose for slightly faster repair speed and vet gain IMO.