Well the thing that drags officers down is the absolute garbage design of the usf which hasn’t been fixed and never will. Tiering up should never give you an elite infantry unit with vet 3 sprint. Now, as for the ideal design.
First thing we need to ask is: Should it be a single unit or a squad? Single unit diminishes combat capabilities, but allows special abilities with quite a bit of counterplay. On the other hand a squad makes the officer much more useful and allows integration into the army by participating in battle. In my opinion the major/okw officer design is the best one. 3man squad that can fight in a pinch and has utility capabilities like a mobile retreat point, mark target and recon. Another concept that could be stolen from steel division 2 is giving veterancy gain boosts to nearby infantry.
Another option is officers as immovable units in your HQ that give you passive or activated bonuses. You could also put officers in light vehicles as sort of a command vehicle, which IMO should work like the ukf command vehicle with slight bonuses and neutered combat capabilities to balance it out,
What of we went for a more Dawn of War approach? What if we could get an officer unit and we could just attach it to a squad to give it bonuses? Obviously it would have to be more oprimized than then beits coh1 version, but it could be viable.
Eh I wouldn't really call them "elite". They're rifle squads with a non-transferrable thompson.
Single man officers would be too random IMO in the sense that they could easily die from random mortar/arty shells or tank shots without any real counterplay or skill involved on either side, even if they had a lot of health like in coh1.
Being able to attach an officer model to rifle squads and get the requisite abilities and thompson instead of getting a whole LT/CPT squad by itself would be an interesting concept IMO. Major is a good design I think though, since it really isn't going to be killing anything but also has some interesting capabilities and being 3 man means he's got a chance of surviving stupid RNG like I mentioned above. |
I still see people stalling for Pershing vs double Panzer IV Ostheer. Problem is they lose so much of the map that by the time the Pershing hits the Ostheer is near a Panther.
I think the issue is the same one with rushing a Brummbär in a 1v1. Yeah it’s a great tank, but things go downhill in a hurry if it’s outnumbered.
I think if someone gets a Sherman and Jackson and vets them up before calling in a Pershing, it would work much better for them. This is the case for me and calling in a Tiger, as I always make sure to have a couple tanks near it for support, otherwise it’ll die.
Delaying for pershing is a very viable tactic though. Unlike stalling for brummbar, pershing can go toe to toe with any armor smaller than panthers and it shreds infantry. Delaying in 1v1 is actually not that hard since you don't have to tech major atm to get the pershing, so it costs literally the same amount as a sherman, and if you've been playing well you should definitely have 12 cp or whatever by the time you have 230 fuel. It gives you a huge shock factor and you can always support your pershing with infantry and team weapons as well; it's not like the thing is totally alone. I'd rather have a pershing than a sherman and jackson, and I'd definitely rather have a pershing than a sherman for 230 fuel. |
Yes i personally dislike usf officers, as they feel to me as unnecessary unit i did not want, like if i wen t for lt, i dont want to purchache capitain tier as i already will have 3-4 rifles and lt and i dont want 6 unit.
I mean I'll take free infantry if it's given to me but if I could choose I'd rather not have to tech for healing, nades, and weapon upgrades. Just limitations of the faction I guess. |
For Ost 1v1, its nice to have the 7% extra faust range, combined with a doc that gives your inf sprint. This makes it way easier to snare those allies vehicles that are trying to wipe your squads, which at least keeps them repairing a bit and hopefully you can finish with a pak at some point, or simply just survive until P4.
And you can just camouflage and faust out of camo too lol. Not the easiest thing for newer players to set up though. |
Pershing is so freakin god. I do not know why you would bash it. Love it for what it is (infantry terrorizing machine) and not for what you want it to be (tiger).
If you want tanks that can actually take a hit play axis or use IS2 |
That'd be nice. Brits hardly have any smoke options without mortar pits until they get tank, which makes playing offensively that much harder.
Ofc it's possible. We have sturmtiger space programs in this game. Smoke can be easily done.
Lul. |
Commando Glider + Flare is the most expensive and complex way ever to remove a back line arty piece, but so long as it works...
Better than using 250 muni or whatever for air supremacy just to off an lefh lol. |
It's personal but I prefer soviet mines.
When it come to sachels - on certain maps and in certain situaltions it's relatively easy ambush a tank with a satchel. Still, the my point is that with so many AT solutions ost vehicles became much easier to kill. While buffing other factions (to counter OKW, which was perfectly valid to do) ost was left neglected.
I too prefer mines that get wasted randomly half the time on single infantrymen and do 1/4 of a tank's health over mines that detonate reliably on vehicles only and bring tanks within an inch of their lives and 1 hit light vehicles.
If you're getting satcheled around corners all the time stop running your tanks right around corners, or do better recon and have better map awareness. |
Fair enough, though it seems that can be fixed without removing the mechanic altogether. Some kind of cool down like 'fire up' where maybe the MG can't shoot immediately thereafter. But whatever.
MGs sprinting was objectively terrible design. Giving MGs that much mobility is kind of broken especially with fast teardown and setup times. No way to flank a unit that's faster and longer ranged than you are in any fair engagement.
Plus, I'd like to see the superhumans that can sprint with .50 cal machine guns and ammo lol. Why aren't they my elite infantry? Could probably wipe squads with their bare hands. |
Emplacements simply need an overhaul.
That could include:
1) Being redesigned and anvil providing bonuses that could include price reduction pop reduction durability and other bonus.
2)Emplacement being built as garrison building and having to buy a crew. The crew could disembark the emplacement and survive.
This changes aim in splitting the cost to emplacement and the crew so that the investment and performance can be better balanced.
The crew idea is IMO much more interesting. To give credit where it's due, Asoldier's been touting this mechanic for years (in the form of planetsmasher's mod IIRC) for good reason since it's much more in line with how this game is supposed to work in the first place. Actually has a sense of preservation and mobility while also being less frustrating to play against (I think) than current emplacements.
For damage you have Tommies, the real problem is the early versus OKW. For that you don't need a MG on steroids breakibg the game.
You ever used a Vickerd as Ostheer? It will be dooms-day.
There has to be a better solution. After PnzGrend arrive earlier I think UK-Pios could be instant 5-men troups. Everything is better than MG meter.
I would much rather have an mg42 than a vickers on any day in any given situation (except countersniping kappa). I don't at all get how the vickers is better than the 42. I'd much rather have good suppression than slightly better damage, and the mg42 can use AP incendiary and wreck anything up to AA halftracks too. |