I think Early Warning ability should be nerefed or removed like the OKW artillery flare it gives a huge amount of vision so easily without any risks.
+1
Imo a sight range increase for all units during the ability's duration would achieve a similar result, after all early warning is meant to work on frontline territories. It's just some maps geometry allows the flares to spawn significantly deeper.
Alternatively the flares could be put on the valentine, similar to how the command panther received the flares, freeing up a commander slot. |
I like the airborne and assault guard changes.
The partisan changes tho, ugh, just no. Not only they lose their shock value, but you have to pay massive amounts of munitions on top of it! And it is still the old, super fragile partisan models we are talking about that gets deleted in mere seconds if caught out of cover. Spy network also being nerfed on top, making it nearly pointless and about only as useful as radio intercept in team games.
And what the doctrine receives in return? AT gun camo, bruh... |
I agree, add the Italian faction as the highly anticipated third Axis faction.
Their mainline infantry is like conscripts but have no utility and are 5 man squads. Their vehicles are the equivalent of a panzer 3 (at all times).
Finally on snow maps, regardless of tech enabled/disabled, they will randomly lose models due to incredibly poor preparations for winter conditions. It's like playing CoH2 on insane difficulty.
And finally at T4 they change sides. |
Actually it wasn't all nerfs. Grenades and some abilities on cooldown is a generally true nerf, but there were some buffs too.
-Partisans still have their shock value
-Stormtroopers got completelly reworked, before you had to spend 100(!!!) munitions to get any shock value out of them other than their bundle nade (which was also on cooldown). Now you just have to spawn them a tiny bit further away, so they are not seen for 10 secs while upgrading for free. They also have assault camo now, so they can actually move unseen.
-Falls got only 2 fg42s, buts that's still enough to dish out decent damage and the squad is far more durable now. Falls behind enemy lines are still a major threat.
-We got the brand new airborne guards with 6 svts on spawn, that's quite dangerous at all ranges.
-Paratroopers unchanged.
As for infiltration commandos I would consider giving them an upgrade delay, similar to stormtroopers, so they can spawn with a full squad. A 3 men commando squad can't do that much tbh and they also risk getting wiped easier. Enfields on spawn would be overkill on them (and would synergise too well with brens) so instead they could get pistols.
As for JLI I don't know the background of all the nerfs they got. I remember they used to be cp0, pretty much an another core unit and spawn from ambient buildings, now both of these features got removed. I agree tho that the current JLI can get quite strong in late game when they are supporting other squads. |
While you can't walk into the blendekörper smoke (or at least it is highly unadwised), one may use it to slow down a retreating squad and put a bundle nade on top, a bit cheesy tbh. |
So imo OKW do not really have a meaningful advantage when it comes to stock reckon sweeps. Having that said I would rather have all stock reckon planes removed and replaced by a flare for UHH and binocular for major giving him "focus sight vision.
Actually there are 3 okw doctrines that can benefit from recon sweep:
-Breakthrough, assault artillery. The Uhu also synergises extremelly well with the Jagdtiger, it's a meta team game doctrine.
-Feuerstrum, stuka rocket barrage. It deletes howitzers and this commander is quite meta too in team games.
-Scavenge, 105 mm arty. Okay, this is an odd one out, not only the commander is not meta in team games, but also the arty is kinda meh.
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I still say sturmpios should get vet0 smoke nades instead of vet1 stun nades (or both, with shared cooldown), cuz okw, apart from flanking and unlike other factions, has no way to deal with early hmgs until they get an infantry support gun. Smoke nades would also help spios to get into their effective range without losing models on open maps. |
I think his point was that if you want to see something (even for a short time to put down an offmap or other arty), recon planes allow you to do so. They usually do not get shot down before you see what you need to see. So even if you have proper AA on the field, your emplacement will be shot.
Three factions have them non-doc (albeit weirdly gated in some), so they for offmaps they don't need team work or a singular commander to combine recon place.
This.
Fair enough but OPs issue seems to be teamgames and i dont really see the issue of required teamplay in teamgames.
Also why only non-doc recon is considered as both, howi and the drop to delete it requires a docs. I personally would include doctrinal options for recon to counter doctrinal abilities like Howitzers.
How would you add non-doc recon planes to soviets and ostheer?
Im not opposed to the idea but atm i dont see how it should be implemented and the need for it. If its needed for teamgames i would agree that planes could be added to both factions but we had to figure out the implications for 1v1
Actually even with a casual arranged team the lack of recon was often a problem, more in 3v3. Now on axis side I can just ask an OKW player to get an Uhu for that or make one myself. However with randoms this can get more troublesome.
And yes, the implementation part...ugh. Well, on wfa armies it is on non-mainstream units (I can't describe it better), I mean, okay, one always gets a Major as part of tech, but the Major itself is not meant for frontline combat. The UKF assault officer is pretty strong in cqc, but one wouldn't make one on open maps and the okw uhu is also best used on open maps.
So at first glance the best I can think of, without introducing new units, is the M3 scout car for soviets (would require vet or tech) and the command bunker for ostheer at T3 or 4 (I mean for example the ukf assembly can call in arty). In the latter's case one could upgrade the medic bunker at their base for recon. |
to add:
Soviet: t70
Ostheer: 222
USF: m20
UKF: (arty-)sections
Yes, I referred to them by scout units, we could even add snipers here, ostheer pioneers, M3 scout car, kubel etc, but all these have limited range, ie you can't get a sight of a howitzer back at their base and call arty on it for example. |
So, I noticed a trend of WFA receiving or getting improvements for non-doc recon.
A few patches ago:
-Soviets: mortar and sniper flares (limited range)
-Ostheer: none
-USF: Major recon (couldn't set direction)
-OKW: Uhu (limited range and bugged)
-UKF: none (vet1 17 pounder flare, bruh...)
Now:
-Soviets: same (except SU85 scope nerfed)
-Ostheer: still none
-USF: can set the direction of the recon planes
-OKW: Uhu recon plane
-UKF: Assault officer recon plane
Now for team games with certain doctrines this esentially means that UKF and OKW may call in off-map artillery almost anywhere on the map with ease, even if the doctrine itself didn't have a recon option. USF always could do that, but now it's even easier to use.
So this brings up the question: are EFA armies going to get similar non-doc recon too? Soviets have flares and similar to ostheer they have some scout units too, but all of these have limited range.
What are the opinions on these new recon options recently added? |