There's some small commander changes I think should be considered, given this might be the last patch
OSTHEER
The patch will make Lightning War the winner, already the second most popular 1vs1 doctrine, it will feature the newly buffed 11 CP Tiger and Stuka Close Air Support. It will be the next Jeager Infantry, but with Tiger instead of JCS.
USF
Infantry Company has ToT and the Priest, the m21 halftrack is redundant. The doctrine is not bad but competes with 2 overall better Calliope doctrines. Replacing the m21 halftracks with the m3 assault halftrack would give it far better synergy with lmg riflemen.
At the same time the m21 could be moved to Rifle Company and replace the m3.
Recon Support Company airdropped combat group should be replaced by a normal paratrooper call in. The Pack Howie drop makes it extremely restrictive to use, especially to replace some lost infantry units in late game
OKW
Feuersturm has fallen from grace even harder now and Special Operations was nerfed heavily in the last patch.
Opel blitz being replaced by Valiant Assault will go a long way in increasing the appeal of the Feuersturm.
Special Operations could get the opel blitz |
AT Wise I think it's fine for it's cost, ROF, and perks like FOW Tracking and Camo. I wouldn't touch 2CP or else it'll be the new "Panic Puma" where it's always there so you never get punished by fast LVs. I do agree that the AI rounds were probably overnerfed. Might be cool if it was turned into Greyhound-like ability so you can't just cheese with mass M-42s.
The difference with the panic puma is that the puma is a mobile at unit. Changing it to 0 cp wouldn't change anything |
The call in should have been replaced by a single paradropped squad long ago |
It's nice for penal builds to give you an extra response to light vehicles. I think bringing down the CP requirement would be fine but personally I think it's usually only built around the 2CP timeframe anyway.
Basically. What's the point of lowering it to 2 CP (the most picked option)
What happens before 2 CP that makes it worth picking an M42?
Penals will soft counter a 221 anyway |
Give the crew 2 non droppable Penal ptrs |
The Sherman HE rounds collide with just about anything between the tank and the target. This is one of the biggest problems with the HE rounds. Anything can block them. It's why they don't have the kind of results people expect. Get into an area that isn't cluttered though, you're going to land a magic shot eventually.
Sherman is overpriced though. I'd rather the price stay the same and the machine improve, though.
The Sherman HE rounds were always a mistake and a purely nonsensical ability, the Sherman should have had a single shell like every other tank |
The Sturmpioneer change to veterancy is good, but the real issue of the Sturmpioneers is managing to reach vet 2 before the escalation of mainline dps and arrival of CP2 elites cripples your chances of using Sturmpioneers on the field.
If it's possible, if the rule of keeping vet 1 as just a single ability unlock must be necessarily observed, the experience requirements should be lowered, even if that means delaying the repair bonus to vet 4.
Managing to bring non Panzershreck Sturmpioneers to vet 3 by late game still depends entirely on specific matchups, what units the enemy fields, the map,..
There's several other issues with leftover and unfitting veterancy bonuses for OKW.
The Volksgrenadiers get passive healing by vet 5, and more sight in cover by vet 4, both left overs from previous iterations of the faction. |
I prefer option B as it is similar to the Obersoldaten that defined the new design. Subjectively option B has a tidier look and looks more menacing. I like the contrast of the dark color and the camo. This one looks like a hardliner, the uniform should be impeccable.
P.S I agree that the hat gloss on commander portraits is too much. This is an Axis problem mostly.
Same |
its expensive like the pack howitzer isnt it? it should be able to kill just as good at least.
No it shouldn't because the 120mm mortar is insanely durable and hard to punish and it would overly dominate over Leig and Granatenwerfer. |
SU-76
Due to the SU-76's limited gun traverse which forces the unit to always rotate onto target, the moving accuracy is being increased to help compensate for this penalty. The SU-76 will still not be particularly strong at chasing due to its limited gun traverse, requiring targets to be directly in front of it in a narrow arc unlike other fixed gun tank destroyers.
Moving accuracy from 0.5 to 0.75
Great to see my suggestion applies but like I said this should be made for all fixed turret medium tank destroyer, because they are particularly crippling to use in 1vs1 due to their need to rotate.
The SU-76 itself has other issues, like not finding a niche role especially due to the low damage per shot.
Changing it back to a 160 damage per shot with lower rate of fire would give it a role as early Panzer IV counter
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