Commandos are fine as they are. The smoke on retreat is unique and very creative, I love little things like this. Besides, they have the Bren Expert passive for extra DPS.
I was actually quite sad to see the Airlanding Officer, who was essentially an officer commando squad complete with smoke and bren expert, be changed into the Assault Officer.
They are helpless against vehicles, as others said, just like the Obersoldaten, Shock Troopers and Fallschirmjaegers.
Zis gun shot like the Stug E but with better AOE profile, no friendly fire, and with a rate of fire 3 times faster (and with 80 range against 50), so for an early unit, there might be a problem.
Does the Stug E have any redeeming qualities, really? Whenever I glance at Mechanized Assault (the original Assault Grenadier doctrine), I feel disappointed by this thing. If anything, it should be equivalent to the ZiS Gun in its barrage and according to the stats posted above it does less for dramatically more.
Arty fits in Storm doctrine. All armies used to use arty in advance of their assaults for softening up the enemy.
This was my thought as well reading the comments around this doctrine.
Moreover, this is the only other doctrine that offers Riegels. There may be some interesting synergy there too: Trap enemy armor with Riegel anti-tank mines and destroy it with a LEFH barrage or Stuka Dive Bomb while they're immobilized. Not that practical compared to alternatives, but that's what I get from Relic's design of it.
So... they do same or less then any other engineer then?
More actually, because Grenadiers cannot build their own sandbags. Though with their affordability getting a 2nd squad of them isn't out of the realm of feasibility.
Letting the first squad have a flamethrower and play a more offensive role with flanking may be a good way to use these satchels.
- Revamp ISU-152 commanders - it cannot be that commander has elite infantry, heavy tank and late game off map. Commander itself counters every counter - brainless. My idea is to replace late game IL-bombing run with 0 CP ability, like: light "s" mine and smoke nades/barrage. Those changes should be implemented with removal of stuka dive bomb in jeager armor. Those combo is definatly too strong in maps like Minsk/Rails. It's really boring to see it almost every game on those maps.
Devil's advocate observation:
Soviet Commander:
Elite Infantry
Endgame Offmap
Superheavy Tank (dual role)
Wehrmacht Commander:
Endgame Offmap
Superheavy Tank (single role)
Widely suggested change:
Soviet Commander:
Elite Infantry
Superheavy Tank (dual role)
Wehrmacht Commander:
Superheavy Tank (single role)
So you get a Brummbar to counter this Elite Infantry blob (with smoke for your MGs, if Shocks), but no there's also an ISU behind them, wrecking your infantry when it doesn't wreck your tanks.
I don't really mind getting something different(and more usable) than the Stuka Dive Bomb for one of my favorite doctrines with OST, as it needs munitions for Riegels anyway, but SU commanders being OP should not somehow necessitate a nerf to their (false) equivalents.
agree for almost every thing,
but the Opel Blitz truck armor shouldn't be reduced at least not that much, because it cost more than ambulance and it's made to be in the front line because of the munitions reduction it give to nearby units.
Indeed, it was made to support infantry in the frontline or at least defensively, its role is quite distinct to the ambulance's. I believe it's a cooldown reduction (that doesn't affect ISGs) but I can't find details on the ability guide.
The LEFH gets swiftly deleted anyway by rocket artillery or off maps that arrive earlier. Counter-battery is its only redeeming grace. No one disagrees that this is not good COH2 gameplay but neither is the Mortar Pit or aimbot Bofors and Flaks. These are principles of the game that won't change now.
On the topic of artillery this what the game needs (from Sander93's proposals). I'd nerf them all even more if it were up to me.
Rocket Artillery
In order to make rocket artillery more of a strategic weapon, to be used in conjunction with an active assault or defence rather than just bombarding the enemy as much as possible, all veterancy cooldown bonuses will be reduced.
All veterancy cooldown bonuses reduced to a total of ~20% (compared to up to 40% previously)
Stuka vet 1 cooldown bonus removed. Vet 2 bonus reduced from -30% to -20%
Katyusha vet 2 cooldown bonus reduced from -40% to -20%
Panzerwerver vet 2 cooldown bonus reduced from -40% to -20%
Calliope vet 1 cooldown bonus from 9% to 11%; vet 3 (third) cooldown bonus removed (total cooldown will be -20%)
Land Mattress will be addressed below along with other changes to it
Right now many team games (worst of all 4v4 of course) devolve into artillery + infantry blobs. Might as well play blobcraft 2.