Greetings,
I'll keep this part as short as possible so as to get straight into the point quickly. I've recently noticed that there are some interesting issues that started to occur right after the
Commander Patch was released. I also thought that it would be nice to state my personal opinion about several units in order to make them more useful and maintain the game balance.
Assault Engineers
-The keys to build a
Munitions Cache and plant an
M5 Mine overlap. Therefore, we're not able to use the shortcut key
'M' efficiently.
-This unit should be able to build a tank trap just like
Sturmpioneers and
Rear Echelon Troops.
Infantry Section
-When you choose the
Advanced Emplacement Regiment commander in-game, you'll notice that you won't be able to build a
Munitions Cache since the keys to build a
Munitions Cache and plant an
M5 Mine overlap which results in not being able to use the shortcut key
'M' effectively
Royal Engineers
-These units should have the opportunity to build a tank trap if the player intends to pick the
Advanced Emplacement Regiment commander. Since this commander is meant to be a defensive one, it would be sensible to give such an ability to the
Royal Engineers unit so as to reflect the protective side of the commander.
Assault Infantry Section
-The
Assault Section Upgrade that grants
2 Thompsons SMGs, grants access to
No. 77 WP Grenade and increases survivability shouldn't be picked before the construction of the
Platoon Command Post building in order to keep the early game balance as these units also get the access to smoke grenade which can be used to bypass hostile heavy machine guns that are supposed to stop massive numbers of short range units before they reach themselves by pinning them eventually.
-The keys to the
Assault Section Upgrade and throw a smoke grenade overlaps which causes not to use the shortcuy key
'V' properly.
Raid Section
-These units must be able to access to the
No. 36M Mills Bomb because having the opportunity to throw a grenade is ultimately more useful than the
Molotov Cocktail ability. Even the
Assault Section unit has the access to
No. 36M Mills Bomb,
No. 77 WP Grenade and
Smoke Grenade.
-The
Vickers K upgrade should be replaced with
"Scoped Lee-Enfield Upgrade" which grants 2x scoped rifles that gives advantage on long range so as to make the British version of Pathfinders.
Mobile Observation Posts (SdKfz 251 Half-track)
-All factions except OST have the opportunity to set a retreat position that gives the opportunity to save time and keep the stability of the frontline while fighting on the battlefield. It would be nice to convert this vehicle into a fallback point so as to maintain the balance among the factions.
Infiltration Commandos
-These units should arrive on the battlefield as a 4-person squad just like
Stormtroopers and
Fallschirmjägers. As you may know, the Airborne Guards unit of the USSR arrives as a 6-person squad and has the opportunity to get 6x PPSh-41 for free. However, you need to reinforce your expensive
Infiltration Commandos if you want to possess a full infiltration squad which isn't fair at all.
M10 Achilles
-It should be made it so that
M10 Achilles can take advantage from the British vehicle skins as it arrives on the battlefield with its own default skin. Even the Soviet
M4C Sherman can benefit from the Soviet vehicle skins. Therefore, it's totally pointless to keep
M10 Achilles away from the faction skins.
M5 Half-track (British version)
-Like I said above, it should be made it so that
M5 Half-track can take advantage of the British vehicle skins as it arrives on the battlefield with its own default skin. As you may have realized, the USSR has the opportunity to apply its own skins to this vehicle even though the fact that it's a lend-lease vehicle.
Command Tiger
-This vehicle must either draw advantage from the OKW vehicle skins or must have an own skin just like the
Command Panther tank.
-It should have a passive aura ability like the one in the
Command Panther tank.
-It should get benefit from the Panzer Commander ability.
Partisan Troops
-After the latest patch, the
Partisan Tactics commander has totally become a useless one because the
Partisan Troops unit no longer arrives on the battlefield as a short-range unit that can suprise the opponent and sabotage the frontline. However, I've never seen a player that picks this commander since the day this patch was released as the
Partisan Troops used to rely on the element of surprise. That change must be reverted so as to encourage the usage of this commander in-game.
Airborne Guards Troops
-These elite units should parachute so as to arrive on the battlefield. They're known as Soviet paratroopers, yet they still arrive as an infiltration unit like
Stormtroopers and
Partisans. The decision to make them look like an airborne unit who previously infiltrated the target area has never been reasonable since the day the
Airborne Troops Tactics commander was announced.
-Either the upgrade that grants 3x DP-28 light-machine guns must have a slight improvement by augmenting its overall firepower or the 3th experience level must grant
40% accuracy bonus instead of only
30% to promote the usage of these light-machine guns.
Fallschirmjägers
-After the patch that increased the cost of constructing
Schwerer Panzer Headquarters to
90 Fuel from
60 Fuel was released, these special units became less effective than before. The reason for this situation is that it now takes more time to grant their additional
2x FG-42s since that upgrade requires
Schwerer Panzer Headquarters to exist. In order to solve this problem, either the
Mechanized Group Support upgrade in the
Battlegroup Headquarters building or the
Mechanized Regiment Headquarters building should unlock the upgrade.
Pioneers
-The keys to grant flamethrower and throw a satchel are same as each other: