Read the post, the guy said to remove the ability only on hypothetical 76mm with dozer upgrade. Also I highly doubt that balance team will implement it.
Mechanized is top picked doctrine in 1v1. So it makes sense to nerf it, as it was with Osttruppen and will be with KV-1.
AFAIK 76mm has better AI then E8 simply because of its innate Rate of Fire.
It could be forced to use AT rounds only. Like you said it is an idea highly unlikely to be implemented. Was just trying to think of a way to keep it in the commander. |
that's not a nerf though. This actually looks like an improved E8 without self repair while having ridiculous ROF that e8 lacks. Not sure that this is a good idea. 76mm is already hefty strong
That is exactly what I was going for. Compared to the E8 it would have better AT but little to no AI which would allow handheld AT and AT guns to counter it. The lack of repair crews helps limit the overall blob potential. The goal is to keep tank diversity and giving USF player multiple options. |
For the mechanized dozer upgrade what would you guys think of making it available only on the 76mm. To balance out the upgrade it could lock out the vehicle crew once upgraded. That way the player would have to chose between AI, AT with ability to chase or a brawler that needs RE for repairs. |
To address Rifle Company in general.
It's worth noting the range increase on the Easy 8 means the accuracy and penetration at its previous range values got improved as well, so it's a bigger buff than it might seem.
And sorry, if you don't see a use for Riflemen flares or sprint, that's just unfamiliarity with the doctrine. Sprint also got a CP reduction so it's relevant during early mg42 and early light vehicle engagements.
I'd say even Rear Echelon Flamers are worth it now ever since reinforce cost for Rear Echelons went down from 25 to 23 manpower, not that hard to fit in a second Rear Echelon into your composition now, be it only situationally the best choice.
WP offmap got its cost reduced from 130 to 110 munitions to be in-line with Cluster Bombs offmap cost.
So yes, the doctrine got only soft buffs (with the exception of Easy Eight), but that should be enough to push it from "just not there" to being in a good spot.
Even after all the soft buffs the commander is still mediocre. The changes to the E8 are good but AI/armor is lacking compared to P4J for cost. Flares and sprint are highly situational. Sprint cost what 15 muni to use if I remember correctly. So to force a MG retreat with certainty a grenade should be used which means 45muni is gone on one encounter. Early game that is unsustainable due to lower income. I do agree that it is useful to catch LV unaware/unsupported but again that is situational. RE flamers are still super squishy and saving a whole 2 manpower does nothing to help, that is unnoticeable over the entire game unless you build more than 2 RE which no one is doing if you are playing seriously. I agree with the WP offmap buff which seems to be a fair price since it can be very versatile.
Personally I would like the E8 to have 240 armor with fuel cost increased to 160. Maybe give RE flamer 15% received accuracy buff since it locks out smoke and minesweeper. |
The 105 sherman immediately fires after performing the 105 barrage, pretty sure that is not intended.
Great work guys been waiting for this patch. |
The only faction out of five where the changes feel somehow underwhelming. Still a step into the right direction but there is missing something. There were many good ideas about Recon or Airborne floating around for example, but overall only one commander ability was changed at all (dozer upgrade removed). Sad
Armor Company:
- changes to 105mm Sherman and 240mm offmap are a good thing -> thumbs up
Rifle Company:
- buffing E8 slightly in Range, Speed and turret rotation won't make this commander work suddenly, i don't think this will be enough
I agree, small buffs to E8 is not going to fix Rifle Company. Fire Up should not require 1 commander slot, something else should be bundled with it. I would like thompson upgrade or maybe allow fire up to work on tanks also. The RE Flame upgrade could probably use a tiny bit more Recieved accuracy buff to make it a worthwhile choice. |
Pershing feels worse, still takes a bit of time to repair while being over priced. E8 feels like a better investment: similar HP, tank crews and can build muliple. |
After a few matches against cpu, Flame RE still fairly squishy and feel like they take a while to vet due to recent changes. The E8 still feels inadequate vs the panther, and the price shows up as 145 not 150.
I also noticed that 105 Sherman will immediately shoot an aimed shot after doing the 105 barrage which I am pretty sure is unintended. |
Can the price of Pathfinders be brought down? They seem extremely expensive for what they provide especially compared to IR pathfinder. |
Armor Company
General:
A decent commander that simply outshined by other commanders. If one want a stronger versions of the Sherman one can go dozer upgrade that has good AI and AT, if one need CQB units one can use ranges/paras/Cav riflemen, if one want off map TOT is better.
Suggestions:
Assault Engineers
A good unit combining fighting capabilities and utility.
As many CQB units lose combat capability after a while an issue that could fix by lowering reinforcement cost (even offered as vet bonus) and/or adding a ability similar to "diversion" (ostheer officer).
As a CP 0 unit should become builabe from HQ instead of call-in since CP 0 call-in units timing is greatly depended on maps.
The unit could get an ability that allows to dismantle tank traps/trenches.
Destroy cover should be removed from the unit. The ability might be ok for UKF in order to have an easier time placing emplacements but it allow (early) map manipulation and destroys map design. At the very least it should get MU cost and much longer CD (similar to Ro.R) so that is not spamable. The unit does need 2 vet 1 (pls two vet bonuses at vet 1) abilities.
Plant demolition could have their cost reduce to 30 and become always visible to make them affordable to use but not cheesy.
One could consider adding sandbag to unit.
Elite Vehicle Crews Upgrade
The ability should change name since it not an upgrade.
The Thompson it provides for crew can only be used in a cheesy way and if they where to be removed no one would missed them.
The lower XP value for vehicles is impact even at early game and one imo not sure if it the best design as passive ability. Personally I would rather see the ability changed to allow vehicles an extra level of veterancy or some other bonus.
M10 'Wolverine' Tank Destroyer
Although the unit is good one has little reason to use now that it comes from the same build as M36. It also does not feel in anyway "elite".
Unit could be designed more for a "flaking" role. Changes could include, faster base turret rotation (lower the vet 2 bonus) some resilience to snare with share causing a "weapon disable/blind" at 25% threshold and actual engine damage at lower threshold.
HAVP shells could be replaced by "radio net bonus".
105mm Bulldozer Sherman
The unit has little reason to be a call-in could become build able from HQ with a CP restriction similar to super heavies. The unit suffer mostly because the dozer upgrade is far better.
There are some changes that I would like to see. One could try the following. Tone down the AOE and increase the speed projectile/range so that it now work similar to HE Sherman making a superior option vs heavily armored target due to deflection damage/durability.
Add an ability allowing indirect fire support. That could be either a 3 shot barrage or an ability allowing user to fire a manualy aim a shot at longer range.
One could even experiment with turning the unit into infatry support vehicle by providing aura bonuses similar to KV-8.
Or
even go further following the croc design and making the unit limited to (1-2) as durable (for USF standards tank)
M10 'Wolverine' Tank Destroyer
105mm Bulldozer Sherman
This combination made some sense when it allowed the commander to skip Major. Since that is no longer the case imo it would be better if both units where moved to other commander.
M10 could easily fit a "mechanized" commander that focuses in early vehicle while Dozer fit the Rifle company as an infantry support tank.
240mm Howitzer Barrage
The ability does not fit the commander theme, best choice would probably be to swap the ability with TOT from infatry where it fits better while increasing the viability of this commander with adding an ability suited in taking out enemy strong points.
Important notice:
The ability need to have much higher friendly fire damage.
I like your thoughts on the vehicle crew, it would be cool to get vet4. What do you think about elite crews making all Vet 1 abilities immediately unlocked. |