May we finally fix the path finding for Jackson, which he did not have characteristics he will be instantly destroyed until instead of the order "reverse" he begins to spin in place.
Panzergrenadier - involves interaction with the Panzer, can give the 1st level of veterancy ability that increases the protection of the PG near the tank or something like that.
They could be Airborne engineers with a 5 man squad that somewhat mimic Shock troops, give them some armor and give them a long range 2 DP LMG option or a CQB PPSH option. Or can give them an additional third upgrade option such as demolitions with satchels and flamethrowers.
If the paratroopers do not have explosives initially - this is a useless unit, all the benefits of parachuting will be useless. Yes, engineers - paratroopers sound interesting, but they have no real benefits. I would prefer the option with paratroopers:
- 6 people armed paratrooper Mosin carbine / rifle (better accuracy and rate of fire) or SVT-40
- Improvements: either two DP-27 or six PPSh-41 paratroopers (better accuracy and slightly longer range)
- abilities: RG-42 grenade, explosive charge
- 1st level of veteranism options: fearlessness (For the Motherland analog), 37-mm mortar-shovel / 50-mm mortar (paratroopers make a volley from 3-5 shells for ammunition)
This unit is useful as a sabotage because of the explosives: the destruction of howitzers, caches, etc. As well as elite infantry.
Reasonable. The unit should receive the maximum benefit from its delivery method. For paratrooper-engineers there is no benefit from a parachute - this is only a beautiful method of calling on the map. As I have already said, ordinary paratroopers can get explosives and and be parachuted to destroy howitzers. There is a benefit from the delivery method.
Wow, that looks like a unit that can do many things
What about the ability to make stun the tank while in camo?
build mines, do AT, do AI.....sniper model? looks cool
What a wonderful "Captain Soviet Enginner airborne blablabla guard"
I think that one of the main roles of the Paratroopers should be the destruction of howitzers. Each ordinary paratrooper had 400 grams of explosives. Give the Paratroopers a explosives charge like a penal.
Acually i recomend the book of Gilberto Villahermosa "Hitler's paratrooper". History of Rudolf Witzig, a german falschirmjagerpionier. Really interesting.
Back to the topic.
So from what i read Smartie is trying to suggest diffrent form of airborn unit. It would be more focus on "engineering abilities" like demos, possible upgradable flamethrower, sweeper (with ability to hide it like sturmpio has), boobieTraps etc., right?
Honestly speaking it would be really, really good idea. Look, Miragefla in his last stream suggested to make a a ralley/reinforce point that looks like a woodencrate. Expect taking entire slot for that, it could be build by those "air assualt guard engineers". Recon fly and medical supply drop could be the abilities of that woodencrate. So commander slot 2 (ralley point) and 3 (recon overfly) could be marged into the utility of a slot 1 airborn unit. That allows to give new soviet commander extra content and abilities becouse currently on the one side it sounds really opieOP (3DPs) and other hand quite boring and weak (no real late game ability).
- First: the Soviet Paratroper units have engineering units. They could do everything that the regular infantry engineers did: construction, mining, work with explosives, flamethrowers were also available to paratroopers.
- The second. During the Soviet-Japanese War. Assault-engineering sapper troops (Shock Forces in the game) received parachute training and were used in parachute operations. Parachute training was personnel:
On August 9, at night, one of the formed engineering paratrooper groups seized tunnels near the village of Grodekovo on the border with China, which had strategic importance. These three tunnels subsequently allowed troops to quickly pass through the mountains.
- Third. 1st Separate Guards Brigade of the Miners of the Reserve of the Main Command. sabotage groups were delivered to the rear of the enemy by parachute method. It was intended for mining and destruction of communications and important objects in the rear of the enemy.
On July 3, 1943, the brigade was reformed into the 1st Guards Assault Engineering Brigade.
I've tried using the IS-2 a lot lately and it is just mediocre. Doesn't do enough damage, its penetration feels low, its rate of fire is low, it has huge scatter still and has a hard time hitting infantry.
On the bright side its pintle mounted MG is fine and is great in terms of AA, and its armor is still decent. But it's never a game changer when it arrives, it loses to a panthers due to its range and lack of damage output.
I'm not sure what way to balance it without making it unbalanced, but a slight buff to its damage and slight reduction to scatter would be nice.
I have already spoken about this for a long time - only AA DShK is good in this tank. Yes, the veteranships are not bad, but without damage in these veteranships there is no sense, or the IS-2 will be destroyed or the game will end sooner than you will get the 2nd level of veteranship. And level 1 is absolutely pointlessly.
Still sad the USF Command that won is just basically going to be a mixed breed of Armor and HC.
Unfortunately, because all these new commanders are ersatz new commanders. The time that was spent from the announcement of new commanders (more than eight months have passed, the British faction was made in a year), it was possible to make really new unique abilities and units: to make real Soviet Paratroopers and Paratrooper tank (T-38, T-40) , make Sherman Jumbo or Super Pershing for USA, etc. Well, this is at least some kind of new content.