Sander93 is the first person I saw suggest this. In a Miragefla stream a few weeks ago, I suggested it in chat (gave him credit). Andy_RE said he liked the idea. I haven't heard anything since then. Each Commander Revamp mod release, I test it with a friend, hoping it was a ninja change.
My other question is why the 223 acts like an Opel truck and not a cache, i.e., helping the team. Considering only one OKW commander gets them, it won't be like OH caching up constantly but would give an all OKW team some flexibility if one member chose Elite Armor.
Thats a pretty decent proposal, i hope the mod team can implement it until the patch goes live. |
Imo 5 men assault engineers wit flamer and the possibility of BAR will be even more problematic.
Units with a high damage weapon as flamer should be limited to 4 entities because as you know their DPS drop disproportional to casualties. (Assault engineer would be better designed if they come 4 men with grease guns and the option for flamer of +1 entity 2 Thompson upgrades).
There is also the issue of doctrinal Ro.E., merging to C.E. and R.E. but at least there are some restriction in these units.
Guys, a unit in which you invested 90! munition should be strong. Btw: I tested the 5-men pios with flamer and they have no chance against Riflemen.
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Elite Armour
I'd like to try out the Tiger I, but it seems like the balance team is dead set on the Sturmtiger.
Overwatch
Maybe give the Goliath a Ram-like ability that gives it a temporary boost and requires a vehicle target.
The previously suggested Arty Officer could synergize well with the Goliath if it can drop smoke (Sector Smoke?).
I hope that the team is more responsive to replacing the Sturmtiger after the tournament. The Sturmtiger deserves a fair chance even if want to see him replaced by Tiger I. I think a poll about this would be important to get an impression where the community stands.
Very nice idea to combine arty officer's smoke with goliath!
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Or maybe a Radio officer that uses the Ostheer Arty officer's model that can call in artillery and recon?
Radio officer with arty and recon? Sounds great! I will edit my post above! |
Elite Armor:
SturmTiger vet changes feel good.
The Vet 1 ability is still useless however. It collides with most debris in its path causing it to detonate prematurely and even when you do manage to hit infantry with it you'll usually only kill 1 model. Please just replace it with long range smoke grenades or phosphorus like the Sherman or Crom/Comets.
The main rocket still colliding with debris is also really frustrating and needs to go away.
Overwatch:
I don't see myself ever picking this commander over fortifications. Give it back an airplane bombing ability that is more straight forward than the wonky ability it had before. The commander needs a defining point and right now that's the trololo goliath.
Finally "Overwatch" is getting some deserved attention and feedback. As you, blvckdream and others mentioned this doctrine is underwhelming right now and need some buffs.
Let us summarize potential options to make it worthwhile for teamgames. I come back to ideas suggested in this thread:
Community ideas for "Overwatch":
- Lower CP of JLI to 1 or even 0
- Give it some form of airstrike (Stuka strafe of "Assault support" would fit nicely or Stuka loiter - could give OKW much needed AT)
- Maybe we can merge Goliath with "Early warning" to "Overwatch" that would free up a whole slot.
- Arty officer (smoke can be used in synergy with goliath)
- 221 Scout car
"Defense of the fatherland" and "early warning" are ideal candidates to be replaced.
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In my opinion first thing what should be done is to make g43 transferable and test from there is anything extra is needed. Currently the RNG can f*ck you really hard and can decide about entire engagement - simple mortar shell, sniper shot or a volley of enemy infantry and most important model you have is dead with best weapon. Kinda lame.
Also as a disadvantage of this upgrade is that you gets extra bleed of MP (good side is you get extra survability) and it's not better than lmg42 upgrade and as a doctrinal upgrade it should be.
About the tactical movement - if you wanna replacement, it should referring more to infantry theme which is not available in 5 other commanders. IMO abilities like: "For the fatherland" ability from overwatch could fit.
PS: sorry for 2 posts in a row
3 steps to make "German infantry" a decent doctrine:
1. Transferable G43 as you suggested + necessary buffs to 5 men grenadiers
2. Stormtroopers get also option to upgrade to 5-men units (80 mun?)
3. Replace "Tactical movement" with "Valiant assault".
Btw i haven't forgotten your great idea to replace the odd sturmtiger with the Tiger I. Although i don't think that the mod team will replace the sturmtiger before the test tournament i would suggest that we start a poll about that question.
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So Jeager Light Infantry haven't really been discussed beyond their initial changes, but the Pathfinders discussion brought up a good point about their timing.
JLI are a squad that supplements other squads rather than being able to fight on its own. The problem with using such a squad is that their timing (2CP) makes them awkward to use. By that time there's already a stack of mainline (Volks) infantry around with elite infantry (Obers) soon on the way. Manpower at that point is needed for the transition into midgame: for ATG, HMG, light vehicles and elite infantry.
I think this is the main reason they aren't used much in the live build.
I would therefor propose to put them at 0CP, and let them start on a cooldown of 1-2 minutes so they can be deployed as the third unit instead of a Volks squad. Having a long range unit early on would also help OKW as a softcounter to HMGs and snipers. It would supplement the faction really well I think and they might be used much more often this way.
If this were to be changed and proven succesful, it would be obvious to give Pathfinders the same treatment at a later stage.
+1000 |
So I got to play some 1v1s today..It was the Sov vs Ost matchup. I used NKVD and Urban Defense, my friend went for German Infantry Doctrine.
German Infantry Doctrine: From playing against it for a few games I have to say I find it very underwhelming. New Stormtroops felt disappointing. 5 men Grenadiers don´t really seem worth it either. More bleed, less long range DPS. This doctrine needs some major buffs.
+1 |
Here's an overview of all my feedback on OKW's Elite Armor doctrine.
First of all, great job so far. This commander is really shaping up to be a very good one.
Elite Armor
[0 CP] 221 / 223
- Great addition to the OKW faction roster. Helps OKW counter MG and sniper strats and offers lots of utility.
- I think the cost should be adjusted to 200MP/20FU, in comparison to OST's 222 (200MP/30FU). 223 upgrade can be increased to 120MP/10FU to keep total cost for the mobile cache the same.
- Rather than the 25% durability bonus at vet4, I would propose the ability to engage aircraft (vet4). This would help OKW with T3 (mech) strats with some mobile AA.
- The healing is nice but the stack of 3x crates makes it awkward to use on the front lines (you rarely need more than one crate). It would be much more practical if it drops one crate at a time or can select a squad for healing (like OST's medkits). 15-20MU per crate/heal.
[4 CP] Emergency Repairs
- This ability is in a really good spot right now. Low cost and quite a significant yield. Very useful to get vehicles back into battles a bit faster.
[7 CP] HEAT Shells
- Great ability, good as it is.
[8 CP] Panzer Commander
- Good overhaul, ability is really useful now and definitely worth the trade with pintle mount.
[11 CP] Sturmtiger
- Unit is in a pretty decent spot right now, but requires some Quality Of Life improvements:
- Please have a look at its veterancy requirements, they seem way too high. When used in its intended role against infantry it barely gains any veterancy.
- Buff vet1 ability or replace it with something more useful. Perhaps -20% aiming time or a smoke launcher.
- Decrease range on hull MG so it doesn't fire at max range and reveals the Sturmtigers position (spoiling the element of surprise) before it can fire the rocket.
- Please consider removing light cover collision from the rocket. This unit is already very micro heavy and clumsy to use, and after going through all the trouble of manually reloading and planning the next attack it's very annoying when the rocket detonates prematurely just because there was a small bush or fence in the way. If this isn't possible, decrease the random scatter a bit so avoiding cover with the shot is actually in the player's control.
Thx for this very informative and constructive post! There's not much more to say about Elite Armor but i would like to complement the thoughts about the Sturmtiger.
Imo it's ok that the ST doesn't one shot mediums anymore but i think he should BE REALLY strong against ALL british enplacements.
But if you let him fire on 17-pounder, mortar and Bofor you get very different results. The Sturmtiger nearly one-shot 17-pounder and mortar enplacements but does way LESS damage against Bofors. Can't believe that this is intended...
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Stuart should be better against infantry, that would certainly help a lot.
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