You do have rocket arty in OKW Mechanized for when you are facing Soviet T2 heavy play in lane team maps.
Alternatively, you can exploit the fact that the Soviet is playing static T2 by double teaming the other side of the map. This latter sort of counter is however ignored by a lot of players who insist on playing big team games as micro 1v1/2v2s intead of playing like an actual 3 or 4 man team to counter certain strategies.
Every faction has the same MP income and most of the BS like tech free heavies have been removed. You can't say that you lose the game if you lose a volksgrenadier squad while at the same time say your opponent can keep playing as though nothing happened when they lose a rifle squad.
Whenever you lose while you played better it's either: you got shafted by RNG and a plane lands on your head, or you made some good plays that you remember but ignore all the bad plays you did in the same game.
Yeah, I agree the LeFH doesn't fit the doctrine. This was actually my original commander rework proposal in the thread you linked:
With Fire and Advance being a timed ability that functions like Spotting Scopes with some additional benefits.
But if we are to get another patch, the changes should remain small, so everyone can agree upon them. Lots of small and safe changes is better than more drastic changes that would have more impact on balance and would thus require more testing and be fewer in number.
I don't think the LeFH fits the Storm Doctrine either, but that's the only other LeFH doctrine besides German Mechanized that's actually useful. If the LeFH got replaced on both doctrines because they're unthematic, you'd be softremoving the LeFH from Ostheer as a whole.
So that's why I only replaced 1 ability per commander. If it's ever within the scope of a future patch, 2 or even 3 ability replacements would be cool though.
Arty fits in Storm doctrine. All armies used to use arty in advance of their assaults for softening up the enemy. It's more the riegel and cammo abilities that don't really fit in there. However, since Ostheer already has a bunch of attack orientated doctrines, I think Storm is fine. If it needs any change, a name change is probably the best route.
The SU76 would be a lot more usable if:
- The T70 wasn't so OP.
- Soviet early game (<10 minutes) wasn't so terrible that they would need the OP T70 to get back in the game.
- T3 was available earlier so that the SU76 can be used to engage enemy lights earlier on. The timing is way off for the SU76 to be viable against light armor. It's like a Puma that you can only get after enemy light tanks have been on the field for 5 minutes.
In your V4 changes OKW requires 200mp to unlock Medics, Panzerfausts, flame grenades, Volks weapon upgrades, indirect fire, machine guns, and AT guns (latter already included in T0).
How do you see this impacting Soviet early game diversity options? Because it seems to me that if you want to do anything except conscript spam to keep the early game tech investments down you are going to be outnumbered and outgunned even harder than you are currently.
All factions except sov start at 75% hp when recrewing. Soviets start at 50% hp on their weapon teams when recrewing.
Soviets do have the easiest time recrewing but with sov team weapons generaly being infirior recrewing is on soviets balanced mostly.
Ost has the toughest time to recrew but has strong if not the strongest team weapons. Its harsh having to retreat immdeatly after recrewing but having ost quality team weapons at 75% hp after recrewing is not a bad trade.
Indeed. In ost vs Soviet you can keep a 3 men recrew on the field and retreat the lone soldier if you are Ost. As Soviets you have to retreat both squafs because a 3 man crew is just rifle grenade bait (until you get the 7 man upgrade).
Looking through this thread, people really don't seem to understand why the T70 is what it is.
The T70 is so good because Soviets are way on the back foot until it shows up. Soviet early/mid game Tech is MP intensive, their main line infantry bleed MP because they get outclassed by enemy weapon upgrades and grenades. Zis Guns are forced out early on due to Flame HT or PanzerII rushes.
As a Soviet player you are holding on for life until the T70 shows up. Players don't always go for T70 because the SU76 is bad, they go for it because they lose if they don't. And even then Soviets don't have an impressive win rate.
It would be too much if conscripts had proper grenades and if the 7-man upgrade was available at T1/T2. At the moment it's a very much needed upgrade that you get after being bled to death by rifle/bundle grenades, G43s, LMG42s, 5 man grens etc for 10 minutes.