- Lower the splash damage of plane crashes to below 80 so it cant wipe fullhealth squads
+1
- big rear armor nerf for ISU152. Small scatter nerf for HE rounds.
- recon removed from soviet mark target (plane sight range to 0).
- any sort of healing for un-upgraded M5 halftrack
-The ISU152 seem to get easily penetrated from the front too and in general the vehicle is very clumsy. Scatter seems ok too.
-Sometimes I use this ability for the recon alone, not intending to actually destroy the marked vehicle. I say it's the duration that should be nerfed maybe or the ability being tied to the recon plane, lasting a few more seconds after it gets shot down.
-As Osinyagov suggested medi crate drop should be added to the M3A1 instead.
- spotting scopes removed from the elefant (not from the whole doctrine).
- stuka dive bomb no longer neutralizes a Victory Point (obvious reasons).
-Makes sense, or at least nerf it on the Elephant only, so it can't see as far as it can shoot.
-Expensive and comes quite late, no need to nerf it.
- Mortar Pit cost from 350 to 250, now spawns with 1 mortar. Second mortar upgrade costs 100mp and
takes 15sec to upgrade (wouldnt mind then if the section buffs get reverted ).
- land mattress reinforce cost from 45 to 22. (De-)Setup time buffed. These last 2 points are to
address the brits' atrocious indirect fire situation in teamgames
- british HQ artillery flare changed to the 3 standard red flares that we know from other
abilities. The current flare constantly bugs out so the enemy cant see it.
- green flares added to the royal arty recon flares so the enemy can notice it more easily.
- Perimeter overwatch duration from 180 seconds to 60 seconds, cost from 225 to 100
- Assault (commando doc) CP requirement from 4 to 6 (obvious reasons)
-Hmm, interesting, would allow a more aggressive mortar emplacement usage. However since pyro sections have smoke arty maybe it's not that important anymore.
-Makes sense, tho that 45 to 22 reduction seems rather radical.
-Good suggestion!
-Same!
-Makes sense!
-Haven't used commando doc in a long while, can't comment it.
- Stuka zu Fuss rework: default barrage now randomly scatters like the incendiary barrage. Onehit kill radius slightly nerfed but AoE suppression added to the rockets. This would give OKW a very important tool against blobbing or spamming which atm they have absolutely no great tools against (hands down the biggest problem of OKW imo), while also adjusting the stuka's cheesy wipe capability against slower-to-react teamweapons which can be too oppressive considering the stuka's early possible timing. Vet 4 incendiary barrage moved to vet 1 but flame DOT greatly reduced, scatter reduced and cost from 100 to 50… to give okw a nondoc tool to deal with garrisons, structures and soviet fhq more easily. Veterancy 1 cooldown bonus added to vet 2. The live version vet 0 stuka barrage gets moved to vet 4. free ability. All 3 barrages share the same cooldown ofc
- spec ops recon flares now drop 3 green flares in the area so the enemy can notice it more easily.
- Fusilier G43 now requires both weapon slots (for balance and it also fixes the "bug" where a schreck squad that dropped 1 schreck, can upgrade to G43)
- IR HT population requirement lowered
-I can see the suppression ability becoming a problem when you use a pair of stukas in quick succession, one for suppressing and the other to fire at the blob and their retreat path. I just like the way the stuka works currently, both as enemy (having a good chance of dodging it if you pay attention) and as user (predicting where the blobs moves to or firing it at a line of idle vehicles). Flame barrage moved to vet 1 would completely kill emplacements, or would need a severe nerf to be balanced.
-Good change!
-Same!
-Makes sense!
- Pakhowitzer damage nerfed but cost also reduced. OR remove its autofire but change nothing else.
- M8 scott auto-fire AoE damage nerfed (barrage unchanged)
-Just increase auto fire scatter.
-Same.