Why there isn't an option to keep Normal Sherman bulldozer and the M3 Halftrack? |
Where do G43 grenadiers and G43 panzergrendiers (they get 3) fit in this tier list?
G43s should be anywhere near Panzerfusiliers or Jaeger Command Squad, MG42 grenadiers have way more DPS at long range. |
Sure, with 6 of them.
Not with 3.
Again, they add less then HALF DPS of a BAR at close range and 3/5 of a BAR DPS at long range.
Of a single bar on conscript squad.
~5,5 DPS at CQC and 3 DPS at long range, making it hands down absolutely WORST weapon upgrade in the whole game, beating THE cheapest and THE worst, single DP-28.
Oh, and there is very high probability that I am using outdated DPS spreadsheet that does NOT included modern, slightly buffed con DPS, which means SVT improvement is even LOWER then I've said(on to look for up to date one now)
They do help cons, but hardly make a difference, especially against literally all opposing weapon upgrades.
That temporary buff healing crate provides makes for LARGER performance increase then SVT drop.
Idea is great, I love SVTs, but with current DPS increase they are worth 25-30 muni at absolute best.
edit: found the up-to date con DPS.
SVT improve con DPS by ~4.7 DPS at close range and ~2.2 DPS at long range.
And that's for the SQUAD of cons, not for 1 entity.
It is a meme upgrade as much as it gets.
Thanks for the insight |
What is the "theme" of this commander? I didn't understand what "Strategic Reserves" actually means. |
After reading some post i really cant believe some players to expect a single commander to be meta and even more if it is the new commander with the patch.
The logic of commanders is another layer for the rock.paper.scissors logic. Giving it more complexity to the actual matchup between factions. Or in other words an opportunity to adapt, before or after certain point in the game.
Therefore a single new unit to outperform othersin order to be in the current meta is just as bad idea as it gets. Its another tool in the rack, not the only one.
As for 1v1 goes, you always have 3 commanders to choose, the most aggressive ones need to force an early decision, but more versatile and defensive need to trade time for lower risk. Its not passive playstile, you need to know first what your opponent commander is and use the best strategy to counter it. That mindgame gives so many different game results ending in much more rich and fun games.
Final words. New commanders give fresh new tools, different ones to force oponents to react in new different ways. Tine is needed to know if that is being OP or UP and the meta logic includes all commanders always, people forget the older ones and thats why they never show back again in the meta. Still 1v1 and teamgames can have different meta commanders and thats ok
This guy got the point, people here at it seems Just want every good abilities all togueter, forgeting about the sygergy and the theme or the Commander. |
Btw do you guys think that the RE rifle nades are serving their anti garrison role well enough?
If not, there is the possibility of changes like setting the nade timer to 0 seconds, the dmg multiplier vs garrisons to something like 2.0 and the multiplier vs non-garrison targets to 0.25 (so there is no abuse)
At least to me yes, they have enough range to throw it behind a sight block and nice damage. |
This is the only commander I actually don't like, It doesn't feel right.
Assaults sections feel just like a worse assault grenadier.
Why mortar and Smoke raid Operations in the same commander? UKF already have a lot of smokes, I don't think it needs two more.
M10 without crew repairs is very bad.
Bad synergies, bad design. This commander doesn't have a clear theme. |
Very well designed commander. My only concern was a massive blob of Fusiliers at the start, but fusis only get reduced received accuracy in vet 3, so blob at the beginning is not reliable. I would change nothing, just some adjusts for balance. |
I did test this commander against a friend this morning in an urban map.
Rear Echelon Rifle Grenades is very good and have a nice range to deal with urban garrisons. Well designed but I would increase the weapon cooldown a bit for balance.
Rangers as always very useful in urban maps, nothing more to say and synergies very well with Off-Map Smoke Artillery.
I did try to use calliope, but it feels so clunky in urban maps, the projectiles don't have a high angle so it collides at other random structures a lot. I don't know if it fits the "Urban" theme. IMO I would change it.
DOZER is very fun to block roads, I think it fits the urban assault theme. |
Well, I played yesterday and I have two points. Aside from the bugs.
The "Airborne Guards" is not bad, but feels weird to use. The 3 DPs don't have synergy with the smoke grenade and the ouurah. My suggestion is to change the weapon upgrade to become an assault unit or change the abilities to something more defensive.
The Weapon drop is cool, Conscripts could actually do well in late game. But IMO would be WAY cooler and fun if the drops were random weapons and not just SVT.
IL-2 strafe is good, not OP, damage something like 30% of a pz4 life, well balanced.
Dshk synergies well with the commander.
I did not test the Airborne Rally Point because is bugged.
Best commander so far (In terms of concept and abilities synergy) |