Valiant Assault is possibly bugged, triggering it only activates sprinting, units do not actually fight more effectively. Think of it as Tactical Movement for twice the price and a cool voice line. |
Your comparing not having a heavy tank (unit) to a resource penalty. (Attribute)
That's the way the armies were designed, USF was designed to lack a Heavy Tank, and OKW was designed with a resource penalty in mind. |
The thing is that you can't gimp a base army for merely selecting a doctrine. OKW was designed to have no generalist medium armor, but elite armor gives them p4's with no penalty.
No, OKW with designed to have a resource penalty. So this would be like if there's a "Supply Doctrine" that gave them full resources and caches, without penalizing them in any other area to compensate. |
Why would you disable M36? Pershing shares same gun with Jackson, so I belive it should be more like Panther than IS2/Tiger is terms of AI, so nothing easier than killing it with infantry, not tanks.
What's more, we already have superior combination - IS2 + Jackson (not to mention superior combination from Axis)
But that combination is controlled by 2 separate players and only available in team games, not the same player.
If a pershing commander disabled crews. there is no reason to use it.
There's no reason to use a Tiger or IS-2 then, because they don't have crews.
I also cannot see what's wrong with crew getting out. I mean, Pershing as a heavy shouldnt be able to that, but why Shermans' crews cannot? This Doctrine looks like it would do nothing more than punish players for choosing it. How is a straight nerf even a doctrinal ability? LMAO A commander that disables a faction feature isn't a commander worth using. period.
USF was designed with Crews and M36's because they had no Heavy Tank. In my opinion, to add a Heavy Tank, they would need to disable those features which made up for their lack of one. Also, the M36 was originally doctrinal, which meant it wasn't planned to be used with any potential Heavy Tanks in the first place. |
If there's a Pershing Doctrine, I hope they have it disable Vehicle Crews and M36's.
Breakthrough Armour Company:
Battle Ready (crews may not exit their vehicles for any reason)
Assault Engineers (make up for disabled crews)
Aerial Recon (P-47 recon plane lingers over an area)
M10 Wolverine (make up for disabled M36)
T26E3 Heavy Tank (the keystone of the commander) |
I actually don't like this change. I was watching a Rear Echelon squad in a fighting pit, it didn't look good. A man would fire one shot, then they would cycle, one shot, cycle, one shot, cycle. Not only did it look terrible with the fighting pit constantly have members vanish and reappear, but I worry it could interfere with the DPS. Looked like they spent more time cycling than shooting! |
For one, Relic doesn't seem to understand or even know how to do asymmetrical balance. To them, asym balance means all factions have the SAME units but each faction gets access to them at different times.
For instance, a clear example would be the MG in Coh2. Every faction gets an MG, but each one is slightly different and each one hits the field at different times.
This is inherently IMPOSSIBLE to balance.
Yeah because a game where the only one faction gets a Machine Gun is balanced. Only one faction is allowed the ability to deny area and suppress Infantry. Everyone else is disadvantaged. |
On one of your recent videos you critisized the addition of Panzergrau (Dunkelgrau). Even though it doesn't fit the time frame and it's a little blue-ish, I think it looks quite good. Personally I think it should have been Wehrmacht's default skin, since their vehicles seem to be in desert paint for some reason (and OKW's in Dunkelgelb). |
And here we see why this community cannot keep a community manager around. |
I honestly think it's stupid that it's 0 fuel. Make it 10 or 15, since it can sight entirely on maps like Kharkov, and killing it isn't a loss in any substantial way
It's 0 fuel because it's on a faction that is starved of fuel. Nobody bought it when it cost fuel unless it was a 3v3 or larger, and rarely on 2v2. Removing the fuel cost makes it accessible, because OKW is only going to spend fuel on things that can attack. |