The doctrine is quite lacking to become competitive.
As i said in other posts almost every revamped commander is not going to give competition to the usual three or four commonly used in our best loadouts.
Why should i take mech? For 2 cp close range infantry? i have stock rifles that are great, i can use paratroopers with thompson or rangers if i really need a very close range infantry unit.
Am i choosing that commander for dodge maybe? again, very situational unit, cool abilities but really hard to keep it alive during a balanced match.
I need that sherman? the stock one is enough in most situations.
Think about the other USF commanders. I want mechanized to play heavily on vehicles? Just go revamped armor company, it offers better stuff to do that. Or go pershing commander to get a strong heavy armor plus some other usefull stuff with it.
We should think how to make some real alternative to the usual commanders. There are plenty of "flavour" doctrines that no one uses unless he wants to troll or have an harder time winning a match.
The design of these commanders should be focused on some unique mix of useful abilies that can really make our choice worth it.
I'll make a quick example: Let's look at Commando regiment and Vanguard operations from UKF. Probably the last few patches made the first one a better pick overally but they have a good mix of abilities that make both doctrines worth to be played in a balanced match.
I saw some quotes saying that the commadner might be too strong in some scenarios and i disagree with them and mecha would need soem buffs for combetitive thow the jeep is in amazing spot and the cavalry riflemen have smoke withouth even techign adn the heavy AT snare is helpful to keep the enemy light tanks or tanks at range and the 76 is to TRY and vet it so it can be auto nuke
i think mechanise is in a good spot CP2 cavalry riflemen finally access to smoke and they have to close in their AT satchel is good no need to nerf anything just leave it like this imo
Maybe like the current Mechanized Group in the revamp patch where the WC51 and M3 are together in 1 ability, making both the M10 and M4 105 Sherman available from the Battalion command post.
That would also mimic Baker Company from AA and also free up 2 slots from Armor.
Yeah thats pretty good idea what do you think would be the 5 ability thogh
Got an idea: Maybe we could take away the HVAP shells, but give it the same penetration values as the Easy Eight, move 'Flanking Speed' to Vet 1, and add a penetration bonus of 30% at Vet 3.
Current M10 weapon pen (140/160/180)
Current EZ8 weapon pen (155/165/200)
Then it could more consistently engage mediums from the get go without needing to spend muni, but without the HVAP would require greater numbers to take on heavies (which is/should be the Jackson's role), though if you've got one to vet 3 it'll be worth keeping alive as well with the increased penetration (202/215/260)
That cloak ability from CoH mentioned above would also be very useful in helping the M10 stay relevant for ambushes too.
Thats actually amazing idea with the penetration bonus and the vet 1 speed flanking speed.
It is an interesting proposition, although caution is needed as invisible vehicles are one those abilities that only is being unnoticed because it is rare. For example okw vehicle camo is simply a one huge bug, there is a lot to avoid here.
How about a buildable camouflaged position similar to ostheer hull down, that could be build by REs or vehicle crew itself if it left the tank? Would be more interesting IMO than just a button like in coh1, because you would have to either support a tank or make yourself vulnerable for some time.
Yes it could work so it wouldnt be that easy to camouflage.
So i have an idea about making M10 a bit more worth it.Keep the HE sheel and give it camouflage and the first strike shot has 100% penetration and 50% more damage when it camouflages it wont be able to move (same ability as at COH1 from the hellcat)
Not sure if I understand the question correctly but currently the ability has the following effects (according to the guide):
+40% received accuracy, -50% accuracy, +1% suppression, squad moves extra slowly
After 5 seconds of being active: +1% additional suppression, +3% additional accuracy
After 10 seconds of being active: (if the squad is still alive) +3% additional suppression, +4% additional accuracy, -87.5% cool-down
Since one has to actually hit to apply suppression and BAR/Lmg19191 tend to hit more they add more suppression and thus make the ability better, regardless at what vet the ability becomes available.
My point was that by delaying the ability and moving to vet 1 one could buff it with a lower risk of it becoming problematic.
Thats a good idea if we put it at vet 1 and and rear echelon having lower(or even removed even better) risk that could work to i mean
If you play the game and you do not make personal comment (and have not seen any evidence to the contrary) no it does not involve you.
If volley fire is moved to vet 1 than it can be buffed.
Yes of course.
Yes i do have the game and i have one question if it movees to vet 1 do you think the suppression will be buffed from double or even one bar(s) and m1919?