Doesn't surprise me. Doctrine is basically designed to fail and it has to hold up to Breakthrough in teamgames which is never going to happen.
So I don't see the issue. Bundling as much stuff together is the only chance to try to give it some situational uses
I still wouldn't suggest my worst enemy to waste fuel on the stationary flaks
For what it's worth, I don't think the Opel Blitz is meant to solve OKW healing in 1v1, but to provide some relief to the muni price of medkits and give reason to go mechanized if you're someone more comfortable with Battlegroup. I think it's fine personally, just could use some shuffling around to provide players a gameplan when picking doctrines as previously stated.
But the blitz DOES solve the healing issue, healing issue that sturmpioneers med crates were supposed to solve and utterly failed to because 3 aoe healing abilities for the cost of infinite ukf healing upgrade never had a chance to work
Not, necessarily. OKW has significantly more pressing needs than a lategame 15 Fuel boost in a fake ambulance. It's a nice boost for sure but not backbreaking by any means. As discussed in the thread Volks are what need looked at primarily for this faction.
A main weakness of the faction is later timing of its medium, especially if you don't cut yourself from the meta light vehicle phase. Having faster healing with almost no setup time for 15 fuel and 120 mp cheaper is a significant boost. Switching the opel blitz (which should have never made in an overglorified ambulance) around would just shift the 1vs1 commander pick meta
I'm torn on this in particular. On one hand, Incendiary Munitions is an absolutely garbage ability on it's own. But when we start playing lego with every ability in the game it becomes difficult to discern doctrine identity as we start stapling random shit to doctrines outside the scope of what's intended to be changed, or we end up with ridiculous situations like Mechanized having 8 or 9 abilities in a single doctrine because everything comes bundled together. This also runs into the problem of power creep which is an incredibly difficult beast to tackle, especially when there's a very hard limitation on what specifics can be changed. This gets very tricky.
Not really, burning smoke shells perfectly fit the doctrine theme, I couldn't think of a more fitting ability imo.
I don't see how that would make a power creep. Feuersturm balances itself through munition consumption. Like you said you can't use everything, so having multiple options allows to always find something useful, while in live version incendiary munitions is simply a trash slot
As for a P4 smoke shot. Considering how infuriatingly powerful Panzer Tactician is, I don't think we should be giving P4J fast access to any sort of smoke on their own.
Panzer tactician is an ostheer ability that was nerfed and a smoke shell won't make the slot OP.
M4a3 assault package grants a similar shell, an upgrade of armor and health.
The upgraded dozer Sherman costs 130 fuel and has slightly less armor, more health, better penetration and better AI performances, other than normal Sherman smoke and WP smoke shell. That a smoke shell for the PIVJ would be broken as doctrinal ability is just a theory that could be tested, far from a truth
Honestly I would just opt to move the Le.i.g to the HQ truck and limit it in a similar manner to the MG34. Battlegroup already provides your primary source of healing and the Flak Trak which are both powerful tools. I see no reason to limit the Le.i.g there too. Perhaps it's a relic limitation or just something that hasn't been fully considered yet.
No, it's just that Battlegroup has barely a reason to exist. It would be easier to make it become a cheap OKW healing station with free medics and possibility to upgrade for FRP and switch the flak ht in Mechanized if you move the le.IG to HQ, WHICH BTW would be a great change for 1VS1 OKW, but incendiary munitions would still be a shit ability and should be bumndled with something else like Urban Assault kits and Advanced Infantry Equipment were
I don't actually agree with the notion that every slot needs to be useful, or more specifically, the ability for every slot to be useful. Inherently in any system with multiple options by virtue of there being a limited number of ways you can go about something, or the situational use of abilities, or the things you need to answer, or the skill of the players behind the abilities, etc there are going to be things that are just more or less powerful based upon external or even intentional factors that can't be balanced around reasonably. We only see the face of it and not the dirty work behind it all, sometimes mistakes happen, sometimes things need to be bad to not be oppressive or lock out other options, sometimes the thing that's "bad" just doesn't fit your playstyle or needs. Balance is hard because it's this massive intertwined system that all interacts with itself and every change brings about 100 ripples elsewhere.
and that's why less impactful abilities are being bundled together instead of trying to tune each single piece of ability/call in/upgrade into equal usefulness, so I don't see how that's a problem in THIS specific case.