Feedback for USF Commanders (Patch v1.3)
Armor Company
I'm a lot happier with this doctrine now than I was prior. I'm still not sure I would add this to my current lineup. I liked some of the suggestions that others had about swapping up which USF commanders have access to the various doctrinal tanks. I think the Pershing in place of the M10 or even 105mm would really do a lot to make this commander attractive. The lower price of the M10 would be a lot more attractive if I had something to spend the extra fuel on (Pershing).
Assault Engineers: This is a solid unit now. Would like clarification on whether the unit is intended to cost 280mp or 300mp.
Elite Vehicle Crews: Still kind of dislike this ability. It feels weird to call in a unit and have to immediately decrew the vehicle to upgrade it to get the best value from this ability. I assume that because the crew gets a 15% veterancy bonus that the vehicle will vet up faster. Is this how it works? I suppose it represents a good value for the faster veterancy and repairs. Perhaps the ability just doesn't appeal to me personally.
M10: I still hate the M10. Again, this may just be personal preference but I wouldn't choose the weaker more micro intensive option just because it comes at a discount price. It would have to be available earlier in the game to make it a more attractive option to me, or I would need something a little more compelling than the 105mm Sherman to save my fuel for.
105mm Sherman: I have grown fond of the 105mm Sherman since the last changes in v1.2. I don't think any further changes are necessary for this unit.
Mechanized Company
Overall, I like this doctrine. I like the idea behind granting access to a wide variety of light vehicles. I don't always use all of them, but it's nice to have all of the options. Opens up an equally wide variety of play styles and strategies. The only other suggestion I have would be to consider replacing the withdraw ability with the artillery barrage that currently resides on the WC-51. I think that would really round out the commander without really adding anything else to it since it already has a ton of stuff packed in.
Withdraw and Refuel: Still dislike this ability.
76mm Sherman: I still have concerns about the consistency and potency of this unit in certain situations. With a little bit of veterancy, other armored/infantry units around, and Combined Arms, it's a 76mm machine gun. Otherwise it's only a modest improvement over the standard Sherman, granted it's only slightly more expensive.
I still need to test the Wehrmacht commanders more, but I get the feeling that there is another iteration right around the corner that will quite possibly invalidate everything I've just written lol.
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#Steam AliasWL%Streak
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