Riflemen
We are adjusting Riflemen by giving them direct access to their AT grenades when the USF player has purchased the correct tech. This will allow fresh Riflemen to be able to snare vehicles late game without being gated behind veterancy while having minimal impact on the early game.
- Veterancy 3 ability -50% ability recharge bonus moved to veterancy 1
- AT Rifle Grenades now require any of the following: Mechanized Platoon Command Post, Mechanized Company Command, or both officers deployed
- AT Rifle Grenades veterancy 1 requirement removed
AT no longer being tied to vet is nice, but halving cooldown time right at vet1, daam, doesn't that sound a tiny bit op? Haven't tested yet, but I can imagine small rifleman groups chasing and bringing down LVs all alone quite early. Not even mentioning frag grenade spam. |
I'm concerned that the BGHQ changes will negatively affect OKW teamgame performance, both delaying access to teamweapons (mg and leig) and access to frontline reinforcement (which is more critical on large maps than healing).
I put forward my suggestion again to replace sturmpioneer stun grenade with vet0 smoke grenade (starts out expensive, vet bonus reduces price) to grant okw an early tool against mgs. The only other faction without early smoke is UKF, but at least they have the universal carrier and their own MG right off the bat. |
But the more important question: where is 'Why USF is OP?' |
Hm, I thought the G43 was a popular upgrade, so what is wrong with it?
Yes, but on PanzerGrens, cuz it increases their effective range, gives them even better DPS while moving in close range or chasing retreating squads and only slightly reduces close range standing efficiency.
On Grens it's a bit weird, doesn't increase their long range DPS at all, but makes them better at close range, something that Grens are generally not intended for (and still far worse than PGs). It made a bit more sense while PGs were locked behind T2. |
I was actually quite sad to see the Airlanding Officer, who was essentially an officer commando squad complete with smoke and bren expert, be changed into the Assault Officer.
I miss the old officer charge ability. :,( |
IR STG44 Obersoldaten (Special Operations and Grand Offensive doctrines) also counter Commandos, because they can detect them from a safe distance and easily out-damage them from this mid range.
I was just about to edit my post with them, but yes, they have even more detection range than the aforementioned scout vehicles. |
Tip: if the enemy uses commandos, then it might worth deploying a scout vehicle, namely the 222 as ostheer or the kubel or 221/223 as OKW. These vehicles can detect stealth units from further away. Additionally map hack abilities (222's infantry awareness or Kubel's detection) can reveal them on the map even further away. |
Tbh I don't think it would really help for ostheer, cuz in late game, if you want to use the HTs for reinforcement, then you would need to keep them out of sight as there is AT everywhere. Additionally one might need the HT slots too for heals.
As soviets tho it might be a bit op, leading to a more guaranteed presence of one of the best AA in most matches, locking any aircraft ussage. The unupgraded M5 might get better anyway once Sander's changes drop as it will be able to heal, a huge change for soviets. |
I still say EFA engineers could receive shared vet with slightly increased vet requirements, especially pios for their spotting duties. |
At first I agreed with obers coming even earlier, but based on my experience playing with and against them now I do agree that they shouldn't be allowed to farm vet.
Everybody is talking about their rifles, how they compare to other mainlines, but we are forgeting to consider their extremely potent bundle nades. Thoses nades alone, just like in the case of PGs, may win many engagements and get tons of xp for the squad. Especially in early game when obers would have to worry less about getting in throwing range. |