Reinforcement Beacon costs 100 MP + 15 Fuel, allows units to reinforce near it. Reinforcement Beacon has the Paradrop Machine Gun and AT Gun abilities from before available for Paradrop.
Because there weren't magical tigers with reinforced hitlerium plating and wunderwaffe gun, they were regular tigers with better then average crew.
And you have abilities that support that well tacked to it.
True, but why do you bring this up?
My rework did not involve hitlerium plating (more health) or wunderwaffe gun? Just increased range, which is realistic as an experienced crew, especially an ace crew, would be better at gunnery?
In any case I think my Tiger ace rework idea is debunked as too similar to elephant.
Do you have any feed back on my commander rework ideas? You are usually able to find flaws pretty easily. I am wondering if any of my ideas make any commanders OP.
This will counter all allies TDs and tanks. Insane OP.
Note that the overwatch ability makes it so that the tiger can’t fire to the side or rear, and cannot fire while turning or moving. So if even a Sherman got behind it the tiger would be dead
Though as Kaitof pointed out I literally just created an elephant with extra steps, so kinda pointless.
Idk how I didn’t notice that
Well, the current tiger ace is just the tiger with extra steps, though I digress.
As I was designing this rework, it never occurred to me that I was doing this though. I wanted to make the Tiger ace AT focused, but that required some sort of vulnerability, which I figured to make being flanked.
Which is the exact design philosophy of the Elephant. Henceforth the similarity.
While not necessary balance wise, this would help the Tiger ace and the 2 commanders it is in be far more unique, preventing them from being so similar to the other tiger commanders.
Right now, the Tiger ace is very similar to the normal tiger. For a slightly higher price, you get Blitzkrieg by default, can survive one more shot, can use emergency repairs and at vet2 suppression and longer sight range through spearhead.
This rework differentiates the Tiger Ace from the Tiger by focusing the Tiger ace on anti tank, as compared to the generalist Tiger. I think this also fits the name better, as Tiger aces were aces for the number of tanks they destroyed.
Rework:
Main gun AOE removed
Range increased to 50
“Blitzkrieg tactics” removed
“Spearhead” replaced with “overwatch”
Overwatch:
Requires veterancy 1
Locks turret to 90* frontal arc
Disables firing on the move
Decrease max speed and acceleration
Increases range 60.
This allows the Tiger ace to frontally engage tank destroyers, but makes it extremely vulnerable to flanking attacks, as if any tank gets beside it the fact that the turret is locked to the frontal arc and it cannot fire while turning to face means it cannot retaliate.
Emergency repairs changed to require veterancy 2
I have no idea if this idea is balanced in this form. I’m trying to show a general concept, and if the idea is liked it would have to be tested and tuned. I am not suggesting this as the exact stats, so please don’t ignore the idea for that.
Population is also used to prevent players from accumulating too big of a manpower reserve
Initially, you have a large income, and no expenditure of manpower (combat hasn’t started yet), but as you build squads your income tapers off due to their population causing upkeep, and combat requiring reinforcements (bleed)
At this point, income still outpaces bleed, allowing a small reserve to build up, but that is then spent on tech. As you tech up, you buy more and more units until you reach 100 pop cap, in which case manpower bleed should about equal income.
So basically population and upkeep exist so that manpower income tapers off along with spending, so that you can’t build up a huge manpower reserve and just ignore all losses by immediately buying replacements.
With mortars teams, if specifically about tracking, if you councel your barrage they aren't tracked. This is to prevent the lefh chasing them across the map (all through you only need to tear it down).
Also Caliope will die to 2 round from cb, the only unit it's higher damage really help.
All the way across the map can’t happen.. Eg. Mortar fires -> mortar immediately packs up and starts walking away -> LefH tracks it Untill it fires its first shot, then it keeps attacking the same spot
How far is your mortar going to move in the time it takes the lefh to aim
The only thing CB tracking is useful against is Katyushas when they fire only the first salvo and then drive away.
Mortars and Land mattress can’t move quick enough to make the tracking matter (because of their long ass barrages, pack up time and slow movement speed) as compared to just manually targeting the unit when it fires
Caliope can survive 4 medium tanks shots. If you loose this thing to CB then you are hopeless
Versus Sexton and Priest, they are also fixed in position when firing because the barrage takes time to complete. So the tracking isn’t much help unless they immediately cancel the barrage after 1 shot. Plus, even a direct hit won’t kill them so what’s the point
ML20 is stationary. Tracking ain’t gonna do sh*t to help the lefh
Keep in mind that just because you see a lot of people using it, doesn’t mean it’s OP
If we take that logic then sweepers are OP because everyone uses them
Ability/unit buffs:
Artillery officer
Weak in combat, gets focused down super easily as he is limited to 1, and is useless when defending because he gets focused down even more
and artillery being locked behind vet make him quite weak.
StuG E
Gets destroyed by AT guns as can’t flank, and can’t fight light vehicles
Stun grenades
Isn’t worth an entire commander ability slot
Sector artillery - much less responsive than the British version, and more map dependant as it doesn’t cover all territories.
Field defences
Underwhelming compared to fortifications
Doctrine tweaks
Luftwaffe supply
Too reliant on munitions. Resource drop is cheesy on maps where fuel is not in the centre
Medical supplies are also pointless, as You have med bunkers
Close air support
Too reliant on munitions. Resource drop is cheesy on maps where fuel is not in the centre
Blitzkrieg
Mediocre abilities
Festung armour
Shares ! 3 ! Abilities with Fortified armour
Defensive and Osttruppen
These commanders are very similar, and now with Osttruppen nerfed their other abilities being underwhelming has made them weak.
Defensive
Overall weak
Sector artillery and StuG E are especially weak
Osttruppen
Field defences are nice but kinda weak
The Team weapon drop is also rather pointless as unlike USF Ost doesn’t have to choose between team weapons
German mechanized
Good commander, except the half track+infantry bundle sucks because it is a bundle, and lacks munitions sink
Festung support
Generally poor abilities
Mortar half track - good unit, but not worth it in this commander as you already have LefH and Stuka Smoke
Relief infantry - not worth killing you own troops for Osttruppen
Joint operations
Another meh commander
Storm
Only problem is that the regel AT mine is not worth an entire ability slot
Assault support
Has 2 anti infantry munition sinks, Opel blitz worse than a cache
Spearhead
Kinda bland
Elite troops
Stun grenades take a while slot, Lacks a munitions sink, shares g43s with lightning war. I think Veteran squad leaders would fit the theme super well and would give a second commander the ability, but it might just make German inf obsolete
Lightning war
Relief infantry - not worth killing you own troops for Osttruppen
Mechanized assault
Good and unique commander, except the half track+infantry bundle sucks because it is a bundle
Fortified armour
Are you really going to hull down you elephant
No munition sink
Please please discuss, I swear only really badly written posts get discussed, I tried to give reasoning for everything, to get some constructive stuff going, if you think my reasoning is wrong please discuss it and if my change ideas make any of the commanders OP please say so, I will update this post with the feedback when you do