Having used the commander now, I can say with the utmost certainty that this commander is, in fact, incredibly useful and yet utterly boring.
Most of it's abilities are great.
'Rifle Grenades' are useful as hell. They let a normally mid-short range engineer unit punch way above it's class and significantly help out it's fellow Rifle squads in the early game, and it's effect on buildings is not one you can ignore. That said, it doesn't really have much to do with 'Urban Assault' as much as say, a flamethrower would. I think this would be better fit as being swapped with the Flamethrower in Rifle Company.
'Dozer Blades' are also useful. They let you take another hit that would otherwise kill you. If you feel like it, they can crush heavy things for you, or make barriers. Perfectly fine. But at the same time, they don't really have much to do with 'Urban Assault' as a concept, and they don't seem to measure up or sync with the other abilities (and that's not getting into the fact that it's only half an ability from another commander...)
'Off-Smoke Map Artillery' is the exact same, but cheaper now. Perfect for saving your ass from anything that might've caught your units with their pants down.
'Rangers' are probably the strongest proponent of 'Urban Assault' in this commander. They're a badass short-range squad that can pack Thompson SMGs and kill anything nearby in short order. And now they're even cheaper. Woo!
The 'Calliope' is better now, but still not amazing, though with a whopping 30 fuel reduction that's perfectly okay with me. I thought this one would be a stretch with the 'Urban Assault' concept, but seeing as it raised images of smashing buildings and Grenadiers with Katyusha rockets for me, I now wholeheartedly approve~
Overall, a mostly good choice of abilities that could give you the edge you need in the right situation. It's just so boring though. There's no theme to it, compared to Airborne with Paratroopers and air dropped weapons, or to Heavy Cavalry and it's Rangers and Pershing tank. |
What is the best way to get this to the people doing the rebalancing for testing?
Well I don't know about getting it to the modding teams attention, but I went ahead and made a mod of it going by your suggestion word by word. Hopefully, people will subscribe to it and give their thoughts. Enough people support the idea by playing the mod, then maybe the team will catch wind of it.
Speaking of, here's the link to it: Elite Troops Doctrine: King Tiger
I tried it myself, felt pretty good to call in a KT as opposed to the normal vanilla Tiger. But I'm just a comp stomper, so I have no idea how it would play out vs a real opponent. |
No way... no one wants to see a return of call-in abuse. E8 has to be locked behind Major.
E8 isn´t a bad tank anyways and it would be used a lot if it wasnt stuck in this doctrine.
Weren't the old December nerfs that to it's moving accuracy though? It was already behind tech before that I think.
Sherman Easy-8
To make the Easy-8 less effective at wiping squads on the move, we have made the following change:
Moving scatter increased from 1 to 1.35 |
You said that this is an offensively orientated commander, right? Well man the defenses is a defenses, so perhaps taking the passive from Baker company and making it into an active ability would be a better choice, you know, the one with the adjacent sector description. I am not to sure but I think it's name was "Frontline Combat" or something along those lines.
Yeah, I flubbed on that one, but that's what I get for posting in a rush. The 'Frontline Combat' passive ability from the campaign consists of a 10% damage increase and -20% damage reduction for infantry on frontline sectors.
That would be pretty OP in the multiplayer, so some revisions are needed. Maybe a timed accuracy and weapon cool-down buff instead? So essentially the spiritual opposite of the British 'Hold the Line' ability. Though it would be a very wide spread ability, it'd be limited to infantry, so a cost of 125 muni seems reasonable. |
USF
Ranger Company
-M5 Half-track
-Rangers
-Time On Target Artillery
-Man the Defenses
-M4A3E8
Man, I did not mean to post this after all, but hit that button so oh well. USF needs a commander more offense oriented than Heavy Cav, and I thought this would do.
The M5 would better support an advance than the Ambulance, and can double as AA/suppression if one goes down the CPT tech.
Rangers are really good assault troops, and ToT arty is reliable but not OP.
Man the Defenses wouldn't work exactly as in the AA campaign, more like a cover and reinforcement bonus while in territory. Useful for a sector that's being contested, assuming you keep it blue while the ability is active.
Easy Eights would help in the late game, and unlike a Pershing you can get more of them. |
I'd really like to see Cavalry Riflemen moved from the same selection group as regular Riflemen, mostly because the two units serve different functions when used in conjunction, and having to seperate them is a needless bit of micro when in combat. |
Combat ability aside, it'd be a big improvement if they could infiltrate via buildings in order to plant beacons behind enemy lines, and actually help set up Paratrooper landings the way they're supposed to. And it's not like they have shock value either, so that wouldn't be an issue.
The idea of lightly nerfing them with Garands rather than the Carbine just so they can support Riflemen at 0CP also sounds like a good idea. |
I had an idea for the M10 in another thread, but I never did post it here in the feedback one.
Maybe they 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. |
Paratroopers would benefit greatly if they could actually be deployed behind the lines, but accomplishing this is difficult when you're intended manner of dropping them (Pathfinder Beacons) can't actually be put there because the Pathfinders themselves can't get there.
If Pathfinders could infiltrate via buildings and set up beacons where they could cause trouble, Paratroopers could peform their disruption role a lot better. |
Thats actually amazing idea with the penetration bonus and the vet 1 speed flanking speed.
Yeah, I always thought it was really silly to make the M10 survive until Vet 2 to be able to do what it was meant for (flanking), as opposed to the HVAP shells at Vet 1 normally used in stand offs and frontal combat.
Big fan of this and the cloak idea. Would make the m10 so much more useful than it is now. I really want it to be good, but even with the buffs it’s just a worse jackson that’s not cheap enough to justify making (but any cheaper would be imbalanced).
I agree, even if they put this stuff in the Jackson/timing situation needs to be addressed. Anyway, I've actually got this built as a personal mod for myself. Maybe I should post it on steam, see what people think.
Yeah thats pretty good idea what do you think would be the 5 ability thogh
Definitely the Pershing. What better to exemplify elite American armor than the most efficient heavy in the game! (no I'm not biased, it's true ) |