I believe the unit is fine it has higher rate of fire, good speed and reasonable penetration, but if everyone agrees too a buff maybe vet1 AP rounds like what the jackson has, this would give it a late game punch but dont rely only on the m4c sherman and support it with AT guns and SU-85. |
In my opinion the Lend-Lease doesnt require an extensive rework everything but the assault guards works, so just change that.
Starting with the m5 call in why do we still have that, its a stock unit in a tier you cant skip so either remove it or change it with say the USF M3 Halftrack from mech company it can reinforce and I believe it comes with heal crates that would allow soviets to stay on the field after pushing an opponent off the map but, dont make it call in attach it to tier 3.
As for Assault guards make them 2cp and give them an upgrade too replace the rifles with thompsons they got what weapons, 2 ppsh 4 SVT? not really sure, make them close quarter specialist with 2ppsh and 4 Thompson upgrade if 2CP is too good for this make them 3CP.
So this would be a bundle of 2 units in one m3 in tech and Assault guard call in, or remove one of the other abilities for the m3, or simply remove m5 call in and leave assault guards.
The idea of removing conscript repair for the industry doc repair bunker would just push players towards the already popular T1 opening, but it would make it better for teamgames.
Some have asked for the elite Bazookas with the thompson I would stay away from anti everything squads, a second upgrade with 2 elite bazookas and ambush camo instead of thompsons, and maybe the USF cheap light AT mines too slow down vehicles, since infantry wont detonate them you could catch vehicles off guard, as for snares that's what conscripts or ptrs penals are for. |
They could implement a guaranteed engine damage or main gun crit after the tank has lost a certain amount of HP like they did with snares just play around with the percentages.
I think engine damage is far more punishing than main gun crit at least you can try to escape without gun so maybe guaranteed main gun crit when tank has less than 75% HP, engine damage if tank has less than 50% HP, not sure if it should cause heavy engine crit maybe at less 15% HP or something, at this point its nearly dead anyway.
Just to give players a bit more control on this ability both for the user and the player on the receiving end. |
Against mg a single section with the arty barrage upgrade increases sight lets you see those mgs and where they are facing, so easier time flanking and if you are confident in your micro a sniper vs mg if you are worried about being counter sniped you can always choose a commander with command vehicle and use air recon as air recons reveal cloaked units.
I havent really played 1v1 in awhile so cant really say anything about openings
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Its really the whole doctrine not just greyhound.
The airdropped combat group allows you get elite inf and an AT gun at same time so there is the counter to light vehicles, and more anti inf pressure.
Usually you have to choose AT or elite in airborne since you don't have enough mp floating around for both but this ability gives both and is cheaper.
Combine that with the greyhound and the wipe support weapons off map and you counter mid game so hard that, well you saw how those matches went.
Off course this relies on doing well in the early game. |
So I found you can actually call in the paratrooper 2 with AT gun at 2 cp instead of 3 cp |
So I have been using the recon doctrine and noticed a bug, the airdropped combat group is actually available at 2cp instead of 3cp so US can get paratrooper at 2cp while patch notes clearly state it should be at 3cp. |
This match shows my main issue with this unit, despite winning most of the engagements I kept losing the fuel to infiltration spam, jager are just too cheap for infiltration all other units of this type are either more expensive or become useless later on (looking at you partisans). |
I think cons are fine by themselves maybe a small cost reduction on the at nade upgrade its 125 mp 25 fuel make the same cost as molotov, this high fuel cost makes t1 opening way more appealing as you dont need to spend extra fuel for satchel or AT satchel you can tech to t2 for at guns if you are behind and its cheaper fuel wise cons upgrades.
If I was to buff conscripts I would go for a utility buff on the merge ability make it actually good to merge cons with elite inf like shocks and guards simply make the models that merge receive the same stats as the elite inf they merging with.
This might be too strong as you could skip reinforcement cost of elite inf and they would return to the field way sooner than they should, if a merge buff proves to be op then a simple cost reduction on cons and at nade should be enough. |
the flamer on RE is fine its squishy but so is a pioneer or combat engineer at least it gets one more model at vet3 its decent.
The sprint is not so great due to the debuff either remove the debuff or change the ability to a more expensive global sprint this way it cant be so easily abused, every other faction in the game has a global sprint ability so why not USF too?
The flares are useful in the late game combine that with a pack howie and you can push back support weapons and blind them with the packs WP shells.
The E8 is a good tank its reliable against inf and takes on armor without the need to change shells.
The last ability WP arty Im not a fan, I can get a cheaper more accurate version using pack howie and rifle flares, using WP on top of the the mg or AT gun allowing me to advance with rifles, while the off map saturates the field and makes it difficult to advance, change this ability with something else.
Something that benefits rifles directly like the LMG or Rifle Field Defense, if you merge the sprint with flares remove the debuff you can put both LMG and Rifle Field Defense but that might be a bit too much, and make it too similar too Infantry company. |