Let me see if i got it right.
Costs for a Pershing with...
no tech: 1200 MP + 345 Fuel (just the Pershing)
tech : 840 MP + 350 Fuel (Pershing + major).
So the bonus is the MP you save and the extra option you get to build other tanks!
Correct?
Yes. It is better to tech unless you really want that emergency call-in.
Hi Mirage,
I made an account just to highlight something to you.
I believe the E8 originally had no scatter penalty to reflect the fact that it has a better suspension system than regular Sherman tanks. I feel that this was a good reflection of it and helps to balance it in regards to no HE round, no tulip rockets etc.
I might lower it, but I don't think it should get absolutely no scatter penalty. 1.25 Would be as low as I would go.
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Also major update and a little bit of testing with how do we modifying commander ability through weird ways.
Command Panther Mark Target
- Target's modifiers changed to 1.5 Damage modifier to 1.25 damage, 1.25 Received Accuracy and reduces the targets armour by 25% for its duration.
M3 Scout Car
Veterancy modified so the Scout Car can gain veterancy more quickly given its lackluster fire-support and survive more effectively when it gains veterancy. Fuel cost slightly reduced to 10 to match its price and performance.
-Veterancy requirements to 380/760/1520 from 460/920/1840.
-Veterancy 2 provides the M3 with -25% Receieved accuracy.
-Fuel cost from 15 to 10.
KV-1
Veterancy changed to be more unique to emphasize that KV-2's role as a support/meatshield tank used to anchor a line.
-Veterancy 2 Horizontal Traverse Speed removed. Replaced by an aura that boosts nearby infantry, increasing accuracy by 10% while reducing received accuracy and cooldowns by 10%. 25 meter radius.
-Veterancy 3 Reload modifier removed.
-Veterancy 3 Speed and rotation modifier from 1.2 to 1.15.
-Veterancy 3 allows the KV-1 to repair 1.25 health every second when out of combat and increase the tank's health by 160.
Assault Guards
Slight increase in their survivability with veterancy to make the unit more survivable against small-arms to improve their combat effectiveness late-game. Furthermore, they can swap between a single DP-28 or their three PPsH-41s.
-Veterancy 3 provides -10% receieved accuracy.
-Can swap between a DP-28 or their PPsH-41s on a 30 second cooldown.
Revamped Doctrinal Abilities
The idea of the ability rework is to make underused abilities or abilities that are rarely seen more valuable. To do this, abilities that are lackluster have generally been bundled with other assets to help make these abilities less confined and have a greater impact onn one's army. Furthermore some doctrine have gained experimental abilities for testing and generally go over the common five ability limit so they're added in without locking out other abilities common to the commander.
Soviet Tank Traps
To make this item more useful, the ability also grants the ability to build bunkers that can be upgraded with a DShK HMG and is bundled with the anti-personnel mines.
Incendiary Overwatch
Replaces the anti-personnel mines for Soviet Defensive Doctrine.
-This ability targets a friendly sector. Enemies in the sector will be bombarded with incendiaries for a 60 second duration.
Anti-Tank Gun Ambush
The ZiS will now gain a first-strike bonus when using this ability as the ZiS cloak leaves the unit nearly completely stationary. Furthermore, the ability offers camouflage to the SU-76 which also gains a first-strike bonus.
-First-Strike bonus for ZiS and SU-76 at 1.25 accuracy and 1.25 penetration.
-SU-76 receives a 95% speed reduction when the ability is active and requires six seconds before the cloak activates. Must be purchased for 45 munitions.
Ostheer Trenches
Rather than just providing a single trench with the ability, it also allows Grenadiers, Ostruppen and Panzer Grenadiers to construct sandbags and wire to provide more defensive use.
-Panzer Grenadiers, Ostruppen and Grenadiers are allowed to build sandbags and wire with this ability.
Hulldown (Defensive Doctrine)
Unique to defensive doctrine, Hulldown allows Panzer IV and StuGs to be camouflaged when hulled down and are in friendly territory to reinforce the defensive posture of this ability.
-Regular Panzer IVs and StuG will be camouflaged in friendly territory when hulled down using the Defensive Doctrine. 2x accuracy from first-strike. Six second delay before the cloak activates.
ZiS-6 Truck (Conscript Support Tactics -Experimental- 3CP)
An Opel Blitz clone, this truck is designed to give doctrines with lackluster mid-late game with some ability to bolster their resources to tech to and produce stock units.
Jaegar Light Infantry (Jeagar Light Infantry Doctrine - Experimental- 1 CP)
Added a new unit to the doctrine to add more utility to doctrine that is heavily invested on munition upgrades.
-Jaegar Light Infantry can be called from off-map for 310 manpower. This squad moves slightly faster than other infantry, has camouflage, and decaps territory 30% faster than most infantry. Only carries unique Kar98ks and can sprint.
*0.9 Received Accuracy Base. Kar98K DPS(0/15/35): 4.3/3.8/2.9. 40 Sight.
*Veterancy 1: Self-Healing when out of combat
*Veterancy 2: Sprint duration increased by 25%, 50% first-strike bonus, +40% weapon accuracy
*Veterancy 3: +5 Weapon Range, -20% Receieved Accuracy
Forward Observers
Riflemen with this ability can also launch flares to emphasize the ability and doctrine of being able to easily scout areas of the map compared to other doctrines.
-Flares can be used by Riflemen when this ability is locked in.
Riflemen Flares
As Forward Oberservers is an improved version of this ability, Riflemen flares also offers the ability for a Rifle squad to purchase a Veteran Rifle squad leader. This ability locks out one slot item, but the squad gains improved accuracy with their M1 Garands.
-Rifle squads can now purchase Veteran Squad Leaders. This upgrade improves the squad's accuracy by 10% and reduces weapon cooldown by 10%. This ability locks out one slot item. Leader is armed with Paratrooper M1 Carbine with M1 Garands stats except it deals 10 damage over 8 and has 55% long-range accuracy. 60 Munitions.
Bug-Fixes
-Infilitration Commandos not receiving the Hold-Fire Ability.
-Ostruppen Reserves failing to spawn a second non-upgraded Ostruppen squad.