I'm probably gonna be mega-dogpiled for this one, but... what if you just lowered the KT's 240 damage gun to 160, and buffed something else like armor/reduced damage (ala KV-1) or giving it stronger veterancy (perhaps a better reload speed than even the Tiger I) to make up for it? Seems to me that keeping it balanced as a high damage/high health/armor sponge is why it's always been so tricky to tweak, preventing squad wipes and all that. With all the work that's gone into tuning heavies that just do 160 damage, why not let the KT benefit from that knowledge?
Just a lurker's two cents on this one. |
The Guards commanders and Armored Assault were already my favorites, now even more so. Hope these makes it into the game! |
Isn't it limited to 3? Or do i remember it wrong?
No you're right, it is limited to 3. It also gives 0 line of sight, instead giving mini-map sight I think.
As for forward reinforcement, it can only do that with Paratroopers or squads composed of Paratrooper models. It's not a perfect process either, as your new squad members can actually be killed while dropping down, and are vulnerable for a second or two once they hit the ground and do their landing animation.
Anyway, this honestly feels really silly. Pathfinder Beacons are entirely utility tools that can't even be spammed and have never been an issue. |
Heavy Armor Company
0CP (Passive) Elite Vehicle Crews
0CP (Passive) M4A3E8 Sherman "Easy Eight"
1CP Cavalry Riflemen
12CP M26 Pershing Heavy Tank
12CP P-47 Rocket Strafe
Here's an idea: an aggressive, tank offense oriented commander for the USF that offers virtually no defensive benefit, and can honestly be boiled down to "I have a plan. Attack."
The commander is mostly geared towards the idea of taking control of the battle early on with your normal infantry and Cavalry Riflemen, then eventually start rolling out Easy Eights and other tanks in the late game that will vet faster thanks to Elite Vehicle Crews. The M26 Pershing would be the cherry on top of your armored spearhead, and the P-47 Rocket Strafe could potentially turn the tide of any armored engagement you find yourself in.
However, the commander would obviously lack in some critical aspects, namely with the lack of off-map artillery and lack of unit-enhancing abilities, like 'Combined Arms' or 'For Mother Russia'. |
I remember we've had a thread or two going over the possibility of 2CP Paratroopers. Even made a test mod for it too.
Wasn't the general sentiment that even with their weapons locked behind racks and 6th man behind an upgrade, they were still particularly strong for 2CP? |
You'd need to replace the HE rounds, not the basic AP.
Swapping HE and AP for HE and HVAP isn't a tradeoff, it's a huge buff.
Annnnd you're absolutely right. I think it was my bias USF bias that kicked in there, it really was supposed to be a trade-off.
So yeah, loses the really good AI ability for improved level of AT, which probably shouldn't scale with veterancy the way the 76mm does. |
Perhaps a global upgrade similar to what existed in COH: an upgrade from the Battalion CP could unlock improved AP rounds with better pen but zero AOE, just like a tank destroyer. However, it would entirely replace the old AP rounds.
This would make it either a decent AT unit or good AI unit at any given moment, but remove it's ability to do both. |
Have you tried replacing the model with one from Path finders?
Replacing one of the Rifleman models? Not yet no, I wanted to try and keep the squad looking the same, but I suppose that could be a possible solution. I'm not sure if you can replace outright a model with an upgrade, I think they can only modify existing squad loadouts by increasing or decreasing squad size (stuff like the 7th man conscript, or Bolster, or OST veteran leader upgrade). But I'll look into that. |
Add scopes Garand ability to the commander? Only way I see to get the rifle theme into a useful ability
Fun fact, but I tried making a mod that does just that. Unfortunately, I discovered that Riflemen don't have the animation for Scoped Garands in their apb file. So I thought, well I'll just add it in and it'll be fine. So I did, only to realize that it turns *all* their Garands into scoped Garands, regardless of the upgrade. They'll have them immediately upon spawn. It's all visual of course, without the upgrade the stats won't change, but it's annoying from an immersion point of view.
So far I haven't discovered any way to give them scoped garands solely through the upgrade process, because Relic in their infinite wisdom didn't create a variant of the Scoped Garand in the attribute editor the way they did for the G43, which has a sniper and a non-scoped variant. |
I think it just needs a tweak to it's veterancy in order to do it's brawler job. Maye replace it's Vet 2 weapon accuracy bonus with a second reload bonus, the way the old 76mm Sherman had before it got removed, for increased rate of fire on the main gun? Or maybe replace it with a penetration buff, to more reliably pen other mediums and heavies? |