Mostly pretty terrible changes imo
Just to begin: There are no entries under "commander changes" for AEF, why? Why is USF the only faction to not get a different ability slotted in or something swapped around in a commander update? Secondly, all the changes you made to commander abilities (outside of Rifle Company and protip: its still going to be garbage) are nerfs. W H Y ???? USF is not overperforming anything. Rear Echlon rifle grenades SURELY werent overperforming anything. All of this reads so arbitrary, its really saddening.
1. Why are you gutting RE Rifle nades? Theyve been nerfed twice already and now theyre a point and click ability adding more micro tax to the heaviest taxed faction already? Seriously, who thought this was balancing anything? Theyre already the lowest lethal grenade in the entire game. You guy cant remove CB from all static howitzers but a 30 range autofiring grenade every 10 seconds is too much? Wow
2. If youre going to gut the survivability of Calliope for literally no reason other than "its not fair it doesnt die in one hit" than for the love of god lower its cost. The only reason its costs that much is because of the survivability.
3. Youve effectively made the Pershing worse. Im not sure how you made changes to a unit in all the irrelevant spots. The pershing does nothing for your army when its on the field, thats the issue, not repair speed jesus christ.
4. The bulldozer needs a cost reduction as well. Like someone said up thread, this is a DOCTRINAL equivalent to a brumbar or assault weapon and its pure garbage and over-priced. Fix at least ONE of those people. With these changes, its both still garbage and over-priced.
5. You've gutted combined arms. This was one of the most unique commander abilities the USF had that synergized with the playstyle and you just gutted it.
6. Why the IR PF changes? Seriously, how was the barrage overpowered in anyway? It was one of the only reliable off maps the USF has. You REALLY just want a 3 model, squishy ass squad have to call down a worse artillery barrage.
So those are the absolute bonkers, what are you thinking changes, below is the obvious "mail it in, we need to get some changes for these units on paper but we don't really want to actually try anything"
1. M8 Greyhound Canister Shot - 5 muni decrease lmao. Thats what you think is wrong with this unit, canister shot price? Lol
2. Pershing - Just lol, repair speed help? Really?
3. "The dozer blade has been removed from Reserve Armor due to the effectiveness of the 76mm Sherman." - Lol, who in balance team just enjoys nerfing the hell out of every commander and unit. Seriously, why was this necessary at all lol. |
USF Airborne Commander Revamp Ideas:
Pathfinders: Lower resource cost for a early scout unit, its too expensive for what it brings to the table. Also change into an infiltration unit because USF has none and because its not historically realistic for PFs to just walk onto the battlefield, there were no PFs walking onto the battle field after D-Day.
Beacons: Buff HP to 500, immune to small arms fire. Expand its recon aura.
.50cal Drop: Add a PF squad that drops with the weapon so we can crew it much faster with better sight. This will lead to easier identification of a unit and less burden on the USF player to get the weapon team on the front line
ATG drop: Change this into a British AT gun, for unit diversity.
Airborne squad: Add one more model to the airborne squad as they are very squishy before vet 2, balance team can experiment on if the squad dropping with 2xM1919 is too strong or balanced. No cost increase
Skillplane Loiter: Drop munitions to 65MU and extend the area coverage of the ability so Axis tanks cant just blitz out of it easily. Maybe change into a point and click targeting ability that would make the planes follow the vehicle where ever it goes. No change in damage profile, don't want it to be OP.
I think these changes are really cool and balance team should do them.
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Again, just lower the EHP so where it takes one less hit to get blown up. ez fix.
Brummy still gets to be one of the biggest shock units, keeping its speed to help being a casemate, but is no longer a complete soaking tank either. |
Blendkorper + Bundle cheese is pretty dumb honestly, if other factions can't do it I don't think OKW should either.
Yeah exactly. No reason for this combo to exist. If its broken in other places, its obviously going to be cracked here. Let OKWs "asymmetric balance" shine through in other ways, dont give an obvious cheese combo to one elite unit while removing it elsewhere.
You know what else is cheese shit that should be removed from everyone? throwing nukes in camo. |
I don't know why you point this out. Vipper said parachuting is not more than a little gimmick, you say parachuting behind enemy lines is shit as well. It's not like you two are really disagreeing on major points.
Some of your points also don't say much because you do not mention any alternatives. Yes, Paras and Falls take some time to land. But your alternative is to build a main line/Obers, and those don't spawn at the press of a button either.
I'll leave it at that since this part of the discussion has less to do with OKW commanders rather than spawn mechanics.
The point is that he upsells things like parachuting when its little more than a gimmick "oh no parachuting is too strong, i suggest you make falls an infiltration unit" or "axis never parachuted(lolwat) so falls need to be inflitration" knowing an infiltration unit is coming on the field in a much safer way.
I'm not sure why so many people dont get this yet. |
....
If TOT remains to infantry company than it should it should be closer to "Concentrated Fire Operation", "Railway Artillery Support" and have its CP increased to 12 and munition cost 200+.
Dude, who died and made you king? Why are you making demands in a thread for a faction you don't even play like "If this still exists it needs to be hugely cost prohibitive and have CP increased to some of the highest levels". There is zero logic in this vipper, zero. People have already explained up and down why the ability is there. You clearly want us to try and take out LefHs with an SPG that gets hard countered by CB without any reliable offmap. Please, stop the bad faith suggestions, I'm begging you. |
This is all news to me, and whilst happy to be proven right in this matter I truly think there are some community members that gave Sturmpanther and I undue criticism, stress, and they were ultimately wrong in doing so. We protected imminent community events the hard way and put our reputations on the line in doing so. Very upsetting to see the amount of distrust in us from a vocal minority after years of faithful service.
and..
So given that there is little chance that this would have been retrospectively looked into and caught if it wasn't for the initial community investigation, (which only had to become public after we felt helpless with three cash events happening in a short space of time), we are now given more of a mention than the cheaters themselves? We should only be thanked!!!
You do deserve an apology. What else are you supposed to do in the absence of the Dev? You ask as many pros as you can and you had a CONSENSUS. It wasn't like it was 3 people, it was damn near all of them.
Ultimately what you had was a cheater willing to say or do anything to protect his reputation and his ability to earn a lot of money in tournaments while also having to deal with his hangers-on that just want to be noticed by senpai-seeking and they'll get as muddy as they need to before that happens.
You did the right thing. |
Yep
The change will make other commander more viable in larger mod. Having to use Priest in 4vs4 is boring for all sides.
Nope. People have been saying LefH is fine because recon and offmap combo, but now offmap is too much to be in a commander with Priest? Which is not even a good offmap lol?
Stop vipper, please stop making threads on USF commander revamp and spamming nerf ideas. Its super transparent. None of us are in OKW/Wehr threads giving suggestions to nerf all the commanders they have, please don't do that here.
Also what are you talking about USF forced to go priest in 4v4. Most people are going UA or Tactical Support now. The priest has been getting slapped by CB for awhile so if you have to choose a unit to use thats likely to get slapped, youre gonna go with calliope. |
And most of your bolts are not actually nerf.
1) that should not be available this early
The carbines are identical to one Rangers and Paras use which are CP3 units so they do come early.
To make thing worse these weapon how low far DPS the range that Pathfinder should use in, changing the weapon with one that is actually long range is an actual buff to their role.
Youre clearly arguing PFs are too strong, as their weapon they use is too early timed
2)Imo the unit should have its XP value increased currently its price and XP value are far apart and the unit gains veterancy very fast.
The squad has lower XP value than most (if not all) sqaud of it price even member of the MOD agree to this
So its a nerf?
3) Replace the scoped carbine with springfield_sniper_rifle_mp if possible
This is cosmetic change since "carbine" rifles are ill suited for scopes they are not powerful enough to be accurate at long range.
wut
4) Replace the passive critical with a timed ability
see post 20
so its a nerf
5) Add cost of 100-150 MP "Airborne Rally Points" make the detection a timed ability
That comes with more durability the ability to drop weapons and possibly timed aura that justify a cost
adding an MP cost to beacons and changing their passive another clicked ability is a nerf
6)Paradrop .50cal M2HB Heavy Machine Gun
Paradrop M1 57mm Anti-Tank Gun
Both abilities moved to beacons.
A clear buff opening room for a new ability
Yeah the bait and switch. I dont want to have to drop an MG or atg on my beacon, I perfer the freedom inherent in the ability that exists as it is
7) The CD of the ability is simply too low (become even lower with vet 1).
Increase the CD and change the ability and make the ability scale with veterancy instead of getting lower CD.
Check how long is the CD on this ability
So again, its a nerf
8) Change the ability from aimed to timed so that one does not have to waster in clicking one enemy unit.
A clear player friendly improvement not a nerf in anyway
I dont see how changing how the ability works necessary nor how it is a buff
9)Possibly make the provide bonuses only when stationary.
In line with role of defensive ability
again, another nerf you just lie through your teeth about being a buff lol
10) Increase the CD and change the ability and make the ability scale with veterancy instead of getting lower CD.
Scaling with veterancy is a buff
increasing CD is a nerf, a larger one than "scaling with vet"
11) Planes become harder to shoot down but suffer "suppression" when under fire form AA
A clear buff unless RNG Jesus is on you side.
Suffer suppression when under fire, but theyre harder to shoot? Sounds like a superfluous change that doesnt fix the effectiveness but is just another shell game for you.
Feel fee to explain why you though that these were nerfs because I do not really see that.
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Airborne Company
General:
An interesting commander that lost some of its appeal with changes to USF tech.
(Can someone pls decide if we the spelling Airborne or Airbourn half the unit abilities use one name the rest the other.)
Suggestions:
Pathfinders
Once more the unit try to be too many things. The unit comes with 2 elite carbine (that should not be available this early) 2 "snipe" carbines that make the have high close DPS even though it supposed to be a "scoped" unit.
Imo the unit should have its XP value increased currently its price and XP value are far apart and the unit gains veterancy very fast.
The unit should have a clear role as support unit, change the weapons/ or weapon profiles to have a mid to far profile and thus behave similar to JLI. (Replace the scoped carbine with springfield_sniper_rifle_mp if possible). Than lower the cost to 240 and the reinforcement cost accordingly.
Replace the passive critical with a timed ability possibly even increasing the range of the scoped weapons so that unit can serve as an antisniper unit.
Beacons now a seperate ability:
The beacons could be used to get add more dept and become closer to the soviet counter part. Add cost of 100-150 MP "Airborne Rally Points" make the detection a timed ability and add the weapons airdrops for HMG/ATG freeing one commander slot. One could experiment adding a timed aura reducing the target size of paras.
Paradrop .50cal M2HB Heavy Machine Gun
Paradrop M1 57mm Anti-Tank Gun
Both abilities moved to beacons.
Paratroopers
A goon unit that could imo use a couple of changes.
LMG:
"Suppressing Fire".
Add icon on portrait to show when it active.
The CD of the ability is simply too low (become even lower with vet 1).
Increase the CD and change the ability and make the ability scale with veterancy instead of getting lower CD.
Change the ability from aimed to timed so that one does not have to waster in clicking one enemy unit.
Possibly make the provide bonuses only when stationary.
Smg:
"Tactical Assault"
Increase the CD and change the ability and make the ability scale with veterancy instead of getting lower CD.
The use of ability imo is not communicated to player effectively (especially having to move to benefit if I remember correctly) while the design of killing unit on retreat paths and is not good for the game(lolwat). If the ability is changed to provide durability and increase movement speed it will make the easier to use with good results.
P-47 Rocket Strike
The ability is not very consistent.
Possible change could include different accuracy value for left and right rocket to reduce RNG.
or/and
Planes that have HP instead of critical death to reduce RNG.
or/and
Planes become harder to shoot down but suffer "suppression" when under fire form AA
or/and
the addition of 2 extra planes that appear in different timing that do a single pass and are invulnerable so that the ability still does something even in large modes where there are allot AA.
The extra slot could be used for:
Smoke bomb plane
or
a strafing run plane
or
bombing plane
or
if one want to add a fuel ability (due to high mu cost) oen could add "version" of Ostheer "Breakthrough" improving the speed of vehicles for a fuel cost representing armored vehicles rushing to support paras.
I added bold to your nerf ideas and italicized your buff ideas. Some may be a push.
Lots of bold. |