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Isn't that basically identical to how Grens preform right now?
I'm still unsure as to how these won't just be a cheaper, more easily massable version of Grens that can make sandbags. |
Land Mattress:
* Cost reduced to 280 and 8 pop. (Was 350 and 10 pop)
* Revert the setup/teardown times back to 3
I personally think you guys are being awfully hard on the unit. Its done its job for me when I used it of wiping setup teams and squads on points. No, it can't really handle moving blobs, but it breaks defensive positions well which is what I normally struggle to deal with as Brits. Once you get two, you throw a lot of big barrages downrange, and the wipes start adding up. A cost reduction will help you get the pair of them up and the reduced pop cap would help make it easier to fit them in a max army.
Designate Command Vehicle:
It really just needs a rewrite. As is it just feels completely backwards to use. Its in a faction (and docs) with some incredibly tough units, but the proper way to use it is to put it on the lightest vehicle you own. Take away some of the crazy buffs, and reduce the debuffs in exchange. Tank firepower is just too valuable to diminish, no matter how good the buffs are.
Vanguard Operations Glider:
* Can now build the 81mm Mortar
Brits need as much mobile indirect as they can lay their hands on. If they can't get it through the stock faction, then it needs to be in as many doctrines as possible with the exception of Improved Fortifications.
Commando Glider:
* Can now build the 81mm Mortar
With the new ability of Gliders to build Commandos, I think its worth investigating putting some indirect into Commando Regiment. The doc only unlocks a single unit, while everything else is a munitions sink of varying quality.
Air Resupply Operation:
Can this just drop Vickers and AT Rifles instead of Medcrates? The medkits feel really awkward.
M3 Halftrack:
Likewise, I think it might make for some interesting choices if the M3 dropped AT Rifles rather than PIATs.
Concentration Barrage:
I'm usually pretty critical of these expensive area denial tools, and Concentration Barrage is no exception. The AOE on it does feel larger than the Railway or 240mm, but I'd have to check the hard stats to be sure. Its still really expensive for what it does though.
Further ideas for Commander changes:
VANGUARD OPERATIONS:
* Valentine Light Tank
* Logistics Glider (with added Mortar)
* Vehicle Repair
* Crocodile Churchill
* Hawker Overflight
I've been pretty vocal about my dislike of the vehicle/fast cap abilities, and Raid Operation is no exception. The Valentine would love to see the light of day in another doc, and with the added Mortar would make it a complete doc for Brits.
SPECIAL WEAPONS REGIMENT:
* Tank Hunters
* Resupply Half Track
* Concentrated Fire Operation
* Land Mattress
* Crocodile
Hold the Line and Concentrated Fire Operation together always felt weird. Even with the reduced cost on Hold the Line, you have two huge munitions sinks in a single doc. With Hold the Line moving to Improved Fortifications, it makes sense to drop it from Special Weapons and give it a tool it actually has a chance to use. The combination of the Land Mattress and Crocodile should give this company excellent breakthrough capabilities in the late game.
MOBILE ASSAULT:
* Recovery Engineers
* Smoke Raid
* Infiltration Commandos
* Land Mattress
* Vehicle Crew Repair
I think the Mortar + Land Mattress is probably overkill here. Smoke Raid plays into the theme of a Mobile British force well and helps overcome the poor quality of British Smoke. An alternative munitions sink could likewise work here as well.
ROYAL ENGINEER:
* Recovery Engineers
* Designate Command Vehicle
* Defensive Operations
* Anti Building Mortar Barrage
* AVRE
I'd really like to put the Land Mattress here, but I'm not sure if the balance team would go for 3 docs with it. The improved Defensive Operations is a decent alternative for an Engineering Company, which should excel at things like constructing fortifications and laying mines.
Summary:
In total, these changes would give some form of mobile indirect to every doctrine except Advanced Emplacement and Royal Engineers. (And even RE I'd love to see get some)
4 Doctrines would have access to a Mortar, although everyone but Lend/Lease is going to have to do some side teching to get it. (possibly too much) 2 Doctrines would now have the Land Mattress, and Royal Artillery would have the Sexton.
Finally, the changes would help balance out some of the awkward munitions costs in most Docs, although Commando remains largely untouched with a full 4 abilities. |
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I seriously doubt Rifles ever get smoke again. Its just way too good on short range mainlines.
Infantry would probably still be fair, but it would definitely start to look a lot like Urban Assault.
I'll probably drop the idea of removing the smoke for an LeFH killing ability. It seems to have been universally panned.
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I'll probably back off removing the Smoke from Heavy Cav in exchange for a LeFH killing ability. Its definitely meeting strong resistance.
For the most part I feel like fast cap and vehicle capping abilities are the weakest doctrinal abilities in the game. They are situational, add little to no combat power, and feel expensive for what they do. Raid Tactics may be good late game to cap, but its in a doc absolutely drowning in munition sinks.
Personally, I've never loved Mechanized. Docs that do nothing but add a bunch of units are a really boring design imo. I dunno how you could do a redesign though. The doc is holding onto a lot of units that otherwise have no place to go. While the WC-51 is getting a little more strength, its late game is getting hit pretty hard with the 76 nerfs and Combined Arms adjustments. |
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I've just been trying to think of ways to make Companies without Arty more viable for team games. I was hoping the combination Heavy Tank + Elites + anti arty would be enough. I dunno if its oppressive given that OKW get both stock elites and a stock heavy tank, and can get decent call in in most docs. Granted, their Elites aren't an AT threat, but I don't necessarily think it would be broken unless Rangers got more buffs. (And if they did, you can always swap them out for Assault Engineers to repair the Pershing or Cav Rifles)
As far as the smoke goes, I occasionally find it useful, but it just doesn't feel as useful for USF as it does for Axis. You have plenty of alternative sources for it, including the free Mortar smoke. I won't pretend the 240mm is great in its current form (I lobbied for it to be reworked) but the balance team has said the ability is going to exist in some form. While not as good as ToT, it would give Heavy Cav additional presence in team games. (Although still probably not enough to justify over Urban)
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I have a pretty love/hate relationship with the Priest. Infantry is probably my most played Company this year, so maybe I'm just being a blind main, but it doesn't feel like its worth more than a Calliope.
It has a great RoF, getting 3 barrages for every 2 from the Calliope, (or 4 if it hits vet 1) and the damage is good enough to threaten vehicles and buildings. On the other hand, it tends to limit its targets to support weapons and stationary targets since it lacks the instant barrage abilities that enable Rocket Arty to punish moving squad and blobs. This is where Rocket Arty shines, as you can never really punish massed formations (blobs, concentrated setup teams) of enemy troops with a Priest and instead aim to whittle them down over time.
I won't be heartbroken if they don't get a cost reduction, I'm just consider the Priest to be at best even with the Calliope, so the pricing difference doesn't make sense to me. |
Continued Wishlist:
Easy 8:
I think we've seen 3 reworks proposed for this unit now, but none have really hit the mark for most people. I've seen at least 2 other people suggest that they emphasize its speed and toughness over the earlier Sherman variants, and I'm inclined to agree thats the direction to go.
Let it continue to bully P4s, but make it fast and tough enough to get out of situations it can't win. Make it a legitimate threat to crush infantry and flank bigger tanks, while being tough enough to make it out alive.
Rangers:
I'd really like to see them get another ability. They are just so bland for an elite unit. Things like Fire Up, Smoke Grenades, or even Camo would help differentiate them more from Paras.
Mortar Halftrack:
Since the buffs to the Mortar, I find it harder and harder to justify getting one of these. The reduced costs to the special munitions are nice, but probably not enough to make me get one just for that. I'd like to see them consider reducing the fuel cost to 20. (This goes for the Ost Mortar HT as well)
Priest:
Calliope: 380/115
Priest: 480/115
Is that not ridiculous price differential to anyone else? They are even the same pop (15)
Greyhound:
I'm told they were considering further changes to this, but its still not a very exciting unit. I personally don't think 50cals should have variable costs, so I'd actually revert that buff in exchange for a better timing. It doesn't need to hit as fast as a Stuart, but it'd be nice to see one before the 10 min marker.
Infantry Company:
Its a pipe dream, but I'd love to see the Halftrack replaced by Rangers here. It would give the new Rangers a doc with the 1919, and give it elite infantry to further differentiate it from Rifle Company.
Heavy Calvary:
Swap Smoke Barrage for the 240mm in Armor Company.
The doc actually isn't the worst thing in the world for 1v1s right now, but since the big complaint about it seems to be its performance in teamgames, I would suggest moving the 240mm Barrage out of Armor and into Heavy Cav. If it keeps the LeFH killing power in some form, it will at least bring something besides the Pershing and Rangers to team games.
Recon Support:
I get the idea behind the Raid Tactics change, but I'm just not sure how useful it would ever really be. The doc is loaded with munitions sinks already, and USF already has the ability to cap with its vehicles. Fast cap or vehicle capping abilities tend to be among the least powerful tools you can put into a doctrinal point, it needs to either provide more combat/utility, be balanced entirely around cooldown, or else dumped to make their Paratroopers to be more affordable.
Armor Company:
So close to being strong. A little sad they are backing off the indirect on the 105 Sherman, the company desperately needs it to have a chance to see play in team games. The doc itself is surprisingly good in 1v1s, but cleaning up the 105 and the calldown give it the possibility to really come into its own.
Mechanized:
76 nerfs came out of nowhere tbh. At this point I would consider a full rework. |
I dunno if I feel like Rifle really needs more tbh.
Its currently getting buffs to the Flamethrower, WP Barrage, Flare range, E8, and a free M3 to boot. Thats among the most buffs to any doc in the game.
1919 would step on Infantry Companies toes.
If they sort out the E8 then the doc will be quite solid imo. |
They've been reworked so that they are an area-denial tool. They can blunt attacks but don't wipe units, unlike every other faction's rocket arty. To get them to hit anything, they have to be so close that even average players will dive it and kill it. With a PanzerWerfer, you can drive up to just outside of the enemy's visual range, launch an attack that will wipe even full health squads, and usually retreat before being at risk. Same for Katy or Calliope, and the Walking Stuka is in a class of its own. It is one of the bigger factors in the Soviet's poor win rates in 4v4. A land mattress is only dangerous if it is shooting relatively close and you decide to ignore it.
I've had no problems wiping squads with them personally. (especially setup teams) Cost remains my only complaint.
Once you get 2 its very hard for them to push points without death raining on them from the sky. |
Recovery sapper being put in royal engineer is very good, but what are they doing in mobile assault ? I see that the flamethrower want to stay but otherwise recovery sapper isn't fit mobile assault very much. They can be replace by a ht for example.
I just see it as a straight upgrade from the Flamethrower upgrade. (which I think is the idea)
More Smoke and Salvage aren't bad things to have. |
The Land Mattress is really bad in it's current state. Both it and the Sexton need buffs so I'd rather not see them anywhere else until they are improved.
I'd be happy with a manpower cost reduction.
The complaints about the barrage itself are far less relevant if two of them don't cost you 700 manpower. |
yeah no offense but p47 is clearly better than cas, what's the reason for the same muni costs....
Other way around.
Both have enough damage to kill a Tiger, but the Stukas have superior weapon tracking to the P-47 Rockets. |