OKW Falls could not cap in the 1.1 version.
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I think you're oversimplifying the Command Panther problem a bit, but I get the sentiment.
I personally think it should be a 60/60 fuel split, and the JPIV should be in the first half.
That gives Battlegroup builds decently fast access to a solid anti-tank vehicle, solves the long standing JPIV/Panther redundancy problem, and gives OKW players who lose their SPHQ a second comeback option instead of just the King Tiger.
+1 |
The ability of deconstruct emplacements is alreay a huge buff.
In bigger teamgames, areas are often denied for long time, when a brit is setting up his sim city there.
One possibiliy atm is, to just leave it alone and fight somewhere else on the map, where the emplacements have no effects, so the ukf player, who decided to play in this style, is tied to his manpower and can only operate with a smaller mobile army.
So giving ressources back after deconstruction, would even be a hugher buff.
+1
After seeing all the changes to Brits i fear the faction could be even better after the patch. |
I welcome most of the changes but im disappointed that Wehrmacht doesnt get commander specific changes like OKW, Soviets and USF.
Lets be honest:
Mobile defense was already awful after the changes to the Puma but now its
"nuked out of existence" with the changes to the Commando P4. It was not used before why should players choose it now?
Please be consequent now and change the commander accordingly - it really needs massive changes!
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Assault Artillary - Still not worth the 200 munitions cost as the circle the shells can fall within is massive. Way too dependent on RNG. I would either like to see the circle reduced in size by 50% or a guaranteed number of shells land dead center so it can be used to reliably destroy static weapons/buildings.
Sturm Officer - Overall the changes are good, but I would like to see some additional utility be added. Smoke nade or regular nade would be nice
Jagtiger - Its cost and or performance need to be addressed now that it's tied to tech. Even as a call in unit is was rarely if ever used. Currently it costs 35 fuel more than an elephant for a little more range and the ability to sink your ammo into a crap mobility upgrade, the ability to fire 2-3 shots through world objects, and an awkward barrage that will maybe tag an infantry model assuming the shells don't collide with terrain as they have little to no arc. Maybe take a look at its vet requirement/bonuses as well.
Opel Blitz - Good changes overall, the reload & ability recharge buffs it gives infantry still feels awkward though.
Command Tiger - Still a lackluster tank. The aura should be passive to be consistent with all other command vehicles. Tone down the bonuses if you have to, but no one will pay munitions to temporarily buff a few squads that have to hug the Tiger while it also gets hit with a debuff to compensate.
Schwerer - Seems like a waste if all you get are vanilla Obers out of it. They're going to have to fight vetted allied infantry and it's not like their LMG/STGs are free either. I also don't feel that the JP4/Ostwind would be too much to add to phase 1.
Sturmpios - Good changes, but I'd like to see shrek not lockout minesweeper.
Raketen - 5 more range and 1 more man won't do much to address the main issue people have with the unit, which is consistency to hit light vehicles and ability to penetrate armored targets. Early game vs an M3 will still be an RNG nightmare, and so will fighting allied heavies late game. Maybe a 1st shot out of camo accuracy/pen bonus?
SturmTiger - Give it back the ability to pierce world objects to fix its horrendous consistency issues and replace its vet 1 ability with either a recon flare or long range smoke canisters.
+1
Thx for your very good post which i support 100%.
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HI guys,
thx for the BIG patch. Because of the size of the OKW changes i will only comment the commander specific changes. I have plenty of time tomorrow to test the other changes and hope to give you more feedback then.
OKW commander specific changes:
Spec ops:
- Who doesnt like the changes to the commando panther
- I did expect changes to the flares but also understand and appreciate the desire to not "nuke the doctrine out of existance". Maybe you still find a good replacement for the flares, imo it doesnt need to be a recon ability.
Luftwaffe Ground forces:
- Changes to Falls look promising but their biggest weakness - they die way to fast- is not touched. RA of the unit should be buffed but mp price increased to 340 if needed.
Breakthrough:
- Happy to see the changes, doctrine will be a lot better than before but here are some suggestions:
- Sturmofficer: Vet 1 abiliy is lackluster, mun cost for abilities should be 15-20 mun.
- Sector artillery: circle of the shells is still awful,right now the ability is bad against camping brits with their sim city. Just let the ability work like Scavenge's 105mm Howitzer Barrage, smoke shells can have wider circle of fire.
Firestorm:
Only commander specific changes that i dont like. We are talking about the worst OKW doctrine who only have a mediocre doctrinal tank and NO call-in units at all...
This commander needs a major addition to be competitive: Soviet defensive tactics got -thankfully- the AT overwatch, Firestorm also need such a good ability.
Some suggestions:
- Flammpanzer 38t ‘Hetzer’ should be cheaper (-10 fuel imo)
- Opel Blitz: I like the changes in general but the unit costs 20 - i repeat- 20 fuel. The Opel works like the US ambulance, the cost should be adjusted accordingly. Increase mp cost but take away the fuel cost.
- LeIG 18 ISG Incendiary Barrage:
An incendiary barrage is good and useful but why force players to build a specific unit to use the ability? Just replace it with the soviet Incendiary artillery barrage, same cost.
OKW players would now have 2 arty options:
- Strategic arty with Rocket barrage to take out Howitzers / Buildings
- More Tactical Incendiary artillery barrage to force retreats of teamweapons etc.
OR
the ISG incendiary barrage could be simply merged to an "Special munition" ability. Would provide ISG incendiary rounds for the ISG and HEAT shells for the Puma = Both tech paths would provide specific advantages.
So, thats it. THX again for your work.
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I'd replace the Blendkorper with Suppressive Fire and buff the RA to 0.8(same as JLI). If that is not enough then I'd reduce the price.
Sounds like a good idea!
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After playing several games with the doctrine and watching 1 high level game in which Stark used the doctrine with great effect i have to say that Luftwaffe Ground forces is a really good doctrine.
- Valiant assault is incredible powerful and helps you win big engagements. Its one of the best commander abilities in the game.(Besides that the voiceline alone justify the use
- Falls are a lot better than i thought, i would only suggest a RA buff, thats all they need.
As said before the Ostwind would be a welcome addition especially if the T3 tech is reworked. Heavy fortification can be useful but the Ostwind would make the doctrine more attractive.
I could really see this doctrine used a lot in 1vs1 / 2v2 if Specops is finally nerfed and players use (more attractive) alternatives.
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Lower armor, lower pen, improve scatter, improve veterancy.
That's what I'd do. Make it a cromwell+, a little better AI and a little less AT. Fireflys handle AT well enough.
+1 |
There were plenty of UKF/USF combos used. Just not in the final. One thing that really holds USF back in tournaments is that many games are played on either Crossing or Rails, both maps are terrible for USF.
+1
People should also keep in mind that some games with USF were close, its not that the faction got steamrolled. And one of the best teamplay actions came from USF players who gave tanks to their mate. No other faction can do that. |