None of the halftracks can survive more than one AT gun shot and the OKW flack HT suffers from the same problem as the M5 being out shined by the light tank, however both US and OKW use projectiles so they can deal damage from long range.
M5 needs too get closer to deal damage but a HP buff right of the bat might make a bit too strong, maybe hp bonus on its veterancy like vet2 at least then the opponent has a chance to counter with just 2 at gun shots for a while, also might not be a bad idea to give HP bonus to the other halftracks veterancy. |
flame halftrack rush should do the trick vs early 5 man IS squad, AEC will be delayed, brit will have an AT gun at best, doubt there will be mines since early muni goes to med upgrade, so you can just wipe squads on retreat. |
Maybe a vet 1 ability similar to what paratrooper with thompson have, I think shoks already have something like this in the campaign, if so just give them that. |
Another idea for valentine remove Infra red ability and replace with recon mode unlocked at vet1 and gets more vision at vet2 like t70.
Reason being when the commander came out you could use arty flares in the fog of war so infra red spotting made sense.
But now you need vision so a recon mode is better also arty like sexton is more accurate if you have vision and it would also encourage players to use the valentine as a unit instead of parking it behind a house for the whole match, assuming it gets an AI role it would make the unit far more valuable. |
Tactical Support Regiment
Command Vehicle and Air Resupply operation are fine as they are, artillery cover is very expensive but also has huge radius and is anti everything so not sure if it could use a cost reduction or not.
call in only one engineer at a cost of 250 since it comes with minesweepers and the ability to recover wrecks, you don't need 2 and its kinda hard to float so much mp, can remain at 4 cp there shouldn't be that many wrecks lying around at that point anyway.
The artillery cover serves as your late game ability no need for forward observation point remove it and replace it with an early game ability.
I would say 2cp US mortar Half track call in, its mobile and comes with 4 different mortar shells to support your units, it fits the support theme of the doctrine.
Royal Artillery Regiment
First 2 abilities are fine though i recommend using infantry to trow flares since its way cheaper.
Valentine not sure about this unit, either make it an anti infantry that arrives at 4cp because 6cp is a bit late for an infantry killer, in this case lock the Infra Red ability behind Hammer/Anvil Tactics so it cant be abused in the early game. Second option keep it at 6cp make it a puma clone, capable of fighting pumas and harassing medium tanks.
Sexton I only use this to punish OKW Forward bases but usually a mortar pit can do the same, maybe replace its vet 1 ability with counter barrage like the LEfh so it can counter those pesky arty units.
Last ability remove perimeter overwatch replace it with forward observation post, allow both ambient buildings and forward retreat points to be upgrade to forward observation post.
Reason being it will otherwise be very map dependent and unusable after a while since buildings are easy to bring down late game. But in order to encourage players to use the ambient buildings, Forward retreat point gets a higher cost for upgrading like 400 mp since you already spent 250 on the thing and 80 fuel, you keep reinforcement but lose the forward retreat ability.
I have never used or have been on the receiving end of the observation post abilities so I have no idea if this high mp and fuel cost is fair or not, so the values are up balance teams
I think these changes would make both doctrines more appealing. |
The Treadshot ability won the game, allowing me to come back and I got very lucky with 2 p4 getting abandoned. I feel like AEC is a must in every match also the other option is bofors emplacement cancer play no thanks.
Having a hard time vs the arty though, aside from diving with tanks there aren't many stock options to deal with ISG or mortar.
Also brits are very resource starved i can usually float mp but its really hard to get enough muni and fuel. First muni going to medkits and fuel to infantry upgrades otherwise I find myself losing engagements meaning my opponent can always get a medium tank first. |
The close Air support uses single strafes that you have to aim so its harder to use vs a loiter that auto aims against any target in the area, the strafe is cheaper and its unlocked earlier but it doesn't have the same devastating effect.
As for what doctrines you choose it depends if you struggle a lot vs infantry get the Assault Support that has AI loiter it insta pins all infantry units and if your opponent is slow to react you can follow up with a tank crushing them as pinned units don't dodge vehicles.
For AT Loiter you have a number of choices Lightning doctrine, Jaeger infantry or BlitzKrieg all are viable, you can get a tiger with lightning, a unique 5 man squad with 3 g43 with jaeger or the comand p4 and a lot of other utilities with BlitzKrieg.
If you want Stuka dive bomb there is Jaeger armor gives the Elephant and recon plane perfect vs forward Retreat points and static Arty like ML20.
Beware though a single dedicated AA unit like the soviet M5 with quad gun upgrade will shoot down any Airplane almost instantly. |
Helpinghans did some streams a few days ago covering the basics of the game, don't know if he will post them, and on tuesdays he analyses replays at players request.
I suggest trying to watch those streams and other players streams in general to give you an idea of build order and caping order. |
well infiltration units like the stormtropers can spawn from houses so I don't really mind having them in cps.
All doctrinal medium armor probably should be locked behind tech, considering the upcoming changes to lend lease might as well make it locked behind t4.
As for call in infantry this in general would lead to awkward infantry timings like soviet shocks and guards, lock them behind t1 or t2? or in HQ and unlocked after teching?, means they come too early and are too powerful if you lock them behind more tech they come later then 2cps so not worth it.
Or look at the panzerfusiliers locking them behind tech like med truck would force you to give up panzer 2 opening, you could have them at base HQ and have them unlocked once one of the trucks was deployed, but this wouldn't really change the 3 volks opening.
And cps are more than just time, they are earned faster trough combat or teching so a really aggressive early game will unlock those cps faster.
In the end it would take some serious overhaul of the game to remove all call ins not really worth it in my opinion. |
Well I consider the soviet sniper easier to chase since they instantly lose camouflage outside cover, while brit and ost sniper can sneak from cover to cover and ost sniper vet1 allows for 2 shots in quick succession, many players use this as a counter to soviet sniper.
As for OKW the soviet sniper has a hard time soft retreating because they lose camouflage quickly once you fire a shot just keep chasing, they cant re cloak while under fire.
I find the brit sniper more annoying, since inf sections will shred chasing inf really fast at any stage of the game. |