I partially agree with ShadowLink. Also, I think OKW is usually fine about getting sweepers since sturmpioneers can put them away and get increased repair speed with the upgrade. It's more cost prohibitive to get double sweepers as OKW, but I think that's okay. Shared vet, increased speed, and maybe another utility ability would be nice.
No, but it does essentially cost 70 munitions. Anyway, the m20 is basically a full utility vehicle, and it has utility. The 222 is a scout, light AA, and light vehicle hunter, and it does these jobs.
If you're not prepared for a tank by 13 cp, it doesn't really matter where it comes from and makes little sense to have other limit then 1 at a time, unless you want to take that away.
The idea is that the callin player can play aggressively enough that you in fact DONT have a counter out by 13 cp. Assuming each player has accumulated around 3000 manpower by 13 cps, the callin player can use 2300 manpower to apply pressure to the opponent then have the heavy tank. The teching player has to fend off this 2300 manpower army with, presumablu, a 2300 manpower army of their own. This leaves them 700 manpower to tech and get sufficient counters to the heavy (which is often not enough). Then you have to consider the fact that the callin player can usually get more light vehicles (like t70s) which the opponent has to answer, putting on more pressure and giving the teching player even less room to work with by the time the hwavy tank comes out.
before you give Ostheer the ability to convert (concrete) buildings, you kinda have to add something like an anti-building demo charge to Rear Echelons, otherwise USF literally cant get rid of these. A player with half a brain wont let you destroy it with flamer pioneers.
I know OKW has similar issues but they have goliath, stukas and flame hetzer at least
People are starting to sound like a broken record repeating the same issue over and over again.
And I wouldn't say that's a bad thing. Most of the posts are constructive, and it really helps when there is a clear majority that expresses there is an issue with an ability (as long as it does reach JLI levels of dead horse beating). When feedback from multiple people is consistent with each other, it's a useful indicator that the change isn't panning out (or that the intent of the change wasn't properly communicated...or something similar).
I personally think the tiger only needs to be put into the panzer command hq (flak). The current implementation arrived at requiring all tech structures, but I do hope we end up peeling back some of those requirements, as I said earlier.
I think having the heavy callins require tech is a no brainer. If we could do this for every heavy callin, I imagine it would be the first thing we rush to do (again, just my impression of the groups sentiment). However, it was clearly stated that is not within the scope of this patch. Given this information, I still believe it best to not add another techless heavy call in into the game (I do suppose the kv2 was a mistake in that regard, but given how much of a meme it was, I dont know how tying it to tech would have been received...). I dont think that not being able to fix other issues should mean that we dont fix the issues that we ARE able to fix (or keep from ever being a problem to begin with).
I had passing concerns that panzer commander would be too strong in the doctrine, but I do think it is at least worth trying out in the doctrine. None of the other abilities we tried out in this slot seemed to have really landed after all.
I was fine with the sov rocket strafe being similar to frag bombs (good against infantry, pretty meh against tanks). It seems to still have decent performance against infantry, and should have alright performance against tanks. Im fine with this design too (being mediocre-decent AT and AI), and im sure getting the ability right will just come down to more number tuning.