Strafing Support
The ability itself is actually quite useful against opponents that don't have any anti-air unit on the battlefield. Yet, the plane that only attacks the enemy vehicles misses many rockets, which doesn't reflect its actual performance. Not only there are vulnerable to anti-air but also there's just one plane that prioritizes the vehicles, so it should be more effective against them to reflect its cost.
Infiltration Commandos
It costs 320 Manpower to deploy these elite infiltration units from ambient buildings. It also costs *320 Manpower** them from the base. It doesn't matter whether you decide to deploy them behind the enemy lines or not. They'll arrive as a 3-person squad in any case. The actual thing is that it costs 75 Manpower to reinforce them. Why does it require to be reinforced even when called from the base? I'm of the opinion that these units should arrive on the battlefield as a 4-person squad at all events. However, the maximum number of soldiers in the squad will remain 4 just like Stormtroopers and Partisans.
The comet received a good nerf with its cost increased to match a Panther. Altough its ability to counter infantry is bad compared to the Panthers MG-upgrade. The MG damages infantry a lot. I would like to see a buff to the comets main gun against infantry, to be usefull against Panzergrenadier spam with Panzerschreck or similar. Probably an increase of AOE damage would do enough.
The nerf for Improved Fortifications is a bad idea. It is really easy right now to kill the emplacements with very accurate mortar and LeFH barrages, which also kills the repairing squads fairly easy. Compared to Axis fortifications which are much cheaper and cost-effective i do not think the suggested changes make any sense. The QF 17 Pounder needs a buff to be more in line with the Pak43. It can only fire through buildings with munitions cost and is completely lost, when the fortification is destroyed, while its also much larger than the Pak 43 and therefore easy to hit. Remove the ability to fire through buildings at all, which would make sense. Or if not, at least make it the same for the QF 17 pounder. Make it recrewable like the Pak43, or remove Pak43 recrew ability.
I suggest an improve of the late-game durability of Assault Sections. Early game they are an interesting option, but late game they stand no chance against short and medium range experienced axis units.
The changes to the Special Weapons Regiment seem fairly good to encourage its use.
The Field Recovery Operation needs better infantry. While OKW can use Volksgrenadiers to salvage vehicles and decrewd weapons very fast, the Royal Engineers are the only ones to use the ability, while being very vulnerable and not cost-effective in comparison.
Commandos need to be a 4 men squad no matter where you deploy them, otherwise there are usless to be deployed behind enemy lines and do their main purpose, which was disrupting enemy supply lines and destroying important Axis emplacements.
The nerf to improved fortifications make that commander useless now. They are incredibly easy to destroy as it is since the action factions get nondoctrinal artillery and every other asset available to them without even choosing a commander. IT also currently has No key description
The ability offer too much for cost 100/75:
3 medic kit = 30 munition for Ostheer
ATG = 125/60 for USF
Mortar = (lets say same cost for HMG) 125/50
Sprint in out combat
+50 Reinforcement speed
on the other hand it comes rather late.
Suggestions:
Either change to 1 medic 1 mortar and lower CP to 2 price to 125/40
or
move make Forward assembly able to drop the item separately
Assault
Suggestions:
Extend the ability to include Ro. Engineer
Remove recon planes or limit to 1
Churchill Crocodile Suggestions:
Remove flare
Trade durability for damage output
Does not benefit WAR speed
increase EFH to 1200 buy adding damage reduction modifier
DOT flamer move to ability instead of always on
Commandos
Increasing the overlap glider and FL glider is a step in the wrong direction. Suggestions:
Consider changing the command types. FLG for instance could provide AT commandos with 5 rifles and 2 Piats they can put away or Thompson command durably mid oriented with no camo.
Concentrated Fire Operation
Heavy call in like Croc Churchill and "delete emplacement" abilities combo should be avoided. For instance it makes Pak43 useless against Croc.
Forward HQ
The ability comes way to late and it would be more useful if available earlier.
Suggestions:
CP 1-2 can convert ambient building increasing sight by 10 allowing reinforce.
Can call in medic kit
Can call in flares
Can call base barrage similar FA at extended range
health of building to set level 75-100%
Similar bonus upgrade available for FA
If there is need for stronger Off map that can be locked behind Hammer/Anvil or require further tech
Hold the Line
Ability has limitation in use/is confusing as to what is front-line sector and can be countered by decaping
Improve usability.
Suggestions:
Now target a single sector
Cost to 120
now does cancel even if the sector is capped
(similar change should apply to other abilities like perimeter overwatch, sector artillery)
Improved Fortifications
the idea is not bad but very hard to implement and imo other solution should be implemented. Focus this ability in making emplacements more cost efficient.
Suggestions:
upgrade now reduced pop cost by 2
gives garrison bonus
includes advances assembly to free a spot
increases the duration of brace or decreases CD
If there is a need for counter fire now can call in barrage similar to the one in FA with extended range
M3 Resupply Halftrack
The recent change have made Tank hunter less desirable.
Suggestions:
Scraping tank hunter and replacing piat with Boy in HT freeing 1 commander slot possibly for "Artillery Cover" or some other off map
Raid Section
Unit is too good and need changes.
Suggestions:
Now comes with 5 rifles using VG/Grenadier power level depending on received accuracy modifiers
Cap bonus reduces to 1.15 being able to sprint and cap faster is too much
Unit now has "fire and maneuver" training allowing them to fire Brens on the move. (bren can use a different having same DPS long range as rifles and better mid/close)
Unit can not build sandbag/cashes
unit keep grenade but not sprint
Vet 1 camo removed
Recovery Sappers
Suggestions:
Ability allow to build Royal sapper from HQ (CP 0 call-in should be avoided since it map depended)
Unit has savage, smoke grenades and come with 5 rifles. Repair speed replaced by 20% repair speed to emplacement plus no damage penalty when repairing.
Moved to "Advanced Emplacement Regiment" replacing "Defensive Operations".
This should solve repairing issue for the commander.
Tank Hunter Infantry Section
great to see vet suited for unit role, would rather see unit scraped or replaced with an AT sapper squad that would have added utility.
Vickers K Light Machien Gun
The idea of making Bren and vicker offer different things is good the implementation not great.
Suggestions:
If one want to go for LMG/Assault rifle design one should probable make Vicker K the lmg and Bren the assault rifle.
In addition the LMG should be limited to 1 taking both weapon slots and even consider making bolster take one slot so that LMG is only available to 4 men squad.
It should also remove the VK from heavy sappers and lower price of the upgrade or even make it free.
There is another solution, VK could provide a unique ability to the squad. For instance squad with VK can not now use an suppression ability affecting a single squad when in garrison.
Auto repair for emplacements is part or the problem
Suggestions:
Ability merged with Improved Fortification or move to Engineer commander
Now a separate building instead on upgrade
Now only repair vehicles
Air Supremacy Operation
Suggestions:
Anti-Building Flame Mortar Support
Suggestions:
Assault Section
Suggestions:
lower reinforcement cost
fix base/vet bonus so that the unit is more durable early
Replace WP grenades with the old commando grenades that provide RA bonus add a small suppression resistance
Concentration Barrage
Ability is too cheap spammable.
Suggestions:
Ability replaced by counter barrage. Counter barrage now only target mortar and Leig.
Defensive Operations
Suggestions:
Ability removed Replace by special engineers with increase repair speed for structures, no repair damage penalties and 5 rifles.
Designate Command Vehicle
Suggestions:
Replace with a command Valentine.
Aura now split to timed and always on
Early Warning
Suggestions:
ability now target one friendly sector (or a front-line sector ) CD greatly increased.
Infiltration Commandos
Unit does not really
Suggestions:
ability replaced by an off map (mortar cover?)
M10 Achilles
Designed for "flaking" "kiting" game play. See you suggestions
M2 Flamethrower
Replaced by assault sapper.
Suggestions:
Using Flamer IS assets a durable Engineer unit that can use flamers, armed with rifles.
M5 Halftrack
Suggestions:
Mortar Cover
a rather weak ability Suggestions:
CP to 6-7 cost to 100
Perimeter Overwatch
A powerful ability Suggestions:
now target a single sector
no longer stop when sector is decaped
cost to 120
CP to 7-8
now moved to Advanced Emplacement Regiment
Precision Barrage
Suggestions:
Sexton
Suggestions:
No longer benefits from war speed
Strafing Support
Suggestions:
Valentine
SPG commander should not have a cheap tank available
Suggestions:
Replaces command vehicle ability,
Also available with out command for mobile assault
Lower penetration values
Remove shared veterancy
fix base stat/vet bonuses vet 3 size too small and unit too mobile
Victor artillery can be move to Assault officer or a "new" artillery officer similar to the Ostheer one.
Defensive Operations ---> Replaced by Royal Sapper (emplacement repair expert)
Improved Fortification Advanced Assembly---> Replaced by M1 Mortar Counter Barrage--->Replaced by Perimeter overwatch Precision Barrage-->hold the line or man the defenses
Royal Sapper solve the repair issue
Improve fortification make emplacement more cost efficient with lower pop and garrison bonus
M1 Mortar allow to fire back at mortars/Leig
(Specially designed mortar with inferior autofire/barrage but vet 1 counter barrage possible an ability firing a single incendiary round )
Overwatch/hold the line help defend vs pushes
Man the defense could work similar to hold the line but provide defensive bonus to emplacements and garrisoned troops
Assault Section
M1 Mortar Team
M5 Halftrack
M10 Achilles Vehicle Crew Repairsreplaced by Precision Barrage
A "static emplacement killer" might make the commander more popular in large modes
Mobile Assault Regiment
M2 Flamethrower---> Mortar Cover Advanced Cover Combat---> replaced by Raid IS Infiltration Commandos---> replaced by valentine
Vehicle Crew Repairs
Land Mattress
Inf Commandos are not that great over lap with Raid IS
Valentine will help easier access to Land mattress
A light off map to complete the commander
Royal Artillery Regiment
Early Warning Concentration Barrage--->replaced by counter barrage as an normal ability without the disable of production Valentine--->replaced by artillery officer or victor ability or bonus to mortar pits
Sexton Perimeter Overwatchreplaced by Concentrated Fire Operation now an area denial ability similar to old 240mm
Commander can defend vs enemy mortar/leig.
Royal Engineer Regiment
M2 Flamethrower--->replaced by either by demolition/flamer engineers or by repair assembly Designate Command Vehicle--->replaced valentine command vehicle Vehicle Crew Repairs---> by hold the line/man the defenses
Anti-Building Flame Mortar Support
Churchill AVRE
Special Weapons Regiment
Tank Hunter Infantry Section--->replaced M1 mortar similar to USF
Resupply Halftrack
Hold The Line Concentrated Fire Operation--->Replaced by "combined arms" Churchill Crocodile--->Command Churchill vehicle with an timed infatry Aura.
Tactical Support Regiment
Field Recovery Sappers--->replaced by Artillery cover Designate Command Vehicle---> replaced valentine command vehicle
Air Resupply Operation
Forward Observation Post
Churchill Crocodile
I've asked for this suggestion for the British before and I'll request it again:
AEC Armored Car and Bofors Emplacement Unlocks:
Make it so if you choose one, the other option will be locked until you build your company command post. Players would be left having to consider either early-mid game improved harassment or improved defenses. Mid-Late game, they become more flexible.
What would you all think of this suggestion? Being as it is a compromise between pre and post patch.
I think it's important that it is the public what kind of player you are, i.e. team games or 1v1, whether you play a lot or not. Otherwise one would not recognize the writer's motives. To me, I haven't actively played 1v1 for a good 1 year. But follow the tournaments and often watch 1v1 games in spectator mode, I know the current metas. In my day I was top 100 with all factions. I still play team games with friends from time to time (4v4) so we're around the top 50. In addition, one should express my thanks to the people from the community who update, patch and balance the game. Since they are not paid for it and they sacrifice free time for it, one should not forget that. Hope my English is not too bad:)
Advanced Emplacements
I see this doctrine as a contradiction to an RTS like COH but it does exist and I am satisfied with the changes.
Lend-Lease
Active Damage Ability goes well with the doctrine along with my M10 proposed change. The M10 should be a rush tank, that means it has hardly any penetration at long range but high damage output. The M10 already has a good standard speed and the ability to do so. The damage should be around 240 (KT damage). However, since the penetration should be so small, it has to come to the side or very close in order to cause damage. So that the tank is not spammed in team games you have to increase the cost to 100 fuel and the popcap to 12 (Guideline). In addition, the tank should have 400 hit points (T70, go down with 3 shoots).
Air Resupply Operation
More flexebility more variations of playstyle.Nice.
Assault
Compared to the other ability (Radio Silence, Valiant Assault, For the Motherland), the buffs are good and the ability is not too expensive.
Assault Section
Yeah why not.
Churchill Crocodile
In line with all other heavys.
Commandos
The changes are acceptable.
Concentrated Fire Operation
slow but strong offmap that you have to react to
Forward HQ
Yeah why not.
Hold the Line
The changes are good and the cost should be okay too.
Improved Fortifications
Not too weak and not too strong.
Land Mattress
Nice too see a slightly mun cost reduce.
M3 Resupply Halftrack
Nice to see that it is no longer possible for teammates to get the weapons, the remaining changes are good.
Raid Section
The raid sections are strong but that comes at the price of not being able to spend a heal. In general, the doctrine is very offensive which is very good because the British are more defensive. This enables another way of playing. It is quite possible that you only build 2 engis plus vickers / carriers and then call 3 raid sections. With this you skip the 5 man upgrade and the weapon slots and can tech up what can be extremely powerful. But since you don't have a heal you either have to build a medic or a command post with and spend a heal there, which is a bit more balanced again. So that you don't cap off the whole map, I would take out the faster cap rate, since the Pios already have this. In addition, a moderate call in timer cooldown of 1 min.
Recovery Sappers
More flexebility more variations of playstyle.Nice.
Tank Hunter Infantry Section
That seems nice.
Vanguard Loiter
The changes are good and you should get something back if you invest in ammunition.
Vickers K Light Machien Gun
Strong Weapon but i think in good spoot. But the weapon should need 2 slots so that it is no longer possible to equip 2 Vickers K.
hi, i would like to share somethin what realy should get nerfed. every Unit who has smoke havs a cooldown on the granates. but what is realy unfair is the british rifleman can throw a smoke flair in front of a for example FlakHQ of OKW and then just throw a Arty flare on the HQ. in my opinion the arty and the smoke should share the same cooldown, or there should be an extra cooldown if you use the smoke flare so you cant throw a arty flare sou quick after the smoke flare.
-Designate Command Vehicle: Change cost from 75 to 50 ammo;
Ammo cost is too expensive as the player is paying for the ability in the form of severe vehicle debuffs, which no other command unit suffers from.
British Commander Changes
-None needed.
British Unit Changes
-Assault Officer: Slightly increase reinforcement speed at vet 2;
This squad currently reinforces unusually slow for a 5 model squad and needs a boost.
-Raid Section: Change 2x Vickers K 120 ammo upgrade into 2 separate 1x Vickers K 60 ammo upgrades with the 1st upgrade unlocked with Research Weapons Rack and 2nd upgrade unlocked by Company Command Post;
This change allows for a smoother transition of the Raid Section's power level across the match length instead of a sudden increase to dps. Also, allows for a reasonable increase to firepower of 1x Vickers K if skipping the Research Weapons Rack global upgrade.
-Resupply Half-track: Allow this unit to give weapon upgrades to ally's squads;
Taking away this units ability to share weapons with allies destroys some of the creativity and fun of this commander. A team of players should be able to create unique squads with British weaponry if they are capable of such coordination.
-Royal Engineer Recovery Squad: Change salvage ability so it allows the salvage of abandoned support weapons;
Brings ability in line with OKW salvage ability.
British Bugs
Missing ability:
The Raid Section is missing the Gammon Bomb ability even though Specialization: Hammer is activated. Raid Section should have Gammon Bombs because it is a section style squad and it fits their theme. Additionally, the Assault Section and Tank Hunter Section have access to Gammon Bombs.
Missing descriptions:
The Advanced Emplacements Regiment is missing the description for Improved Fortifications. Descriptions are also missing for the abilities accessed through Improved Fortifications, both the White Phosphorous Rounds for the Mortar Emplacement and the HE Barrage for the 17 Pounder AT Gun Emplacement.
Visual bug:
Inside the player inventory the larger portraits for Advanced Emplacements Regiment and Mobile Assault Regiment are at the wrong resolution or misaligned in some way.
The idea of stripping Tactical Support of Recovery Engineers seems bizzare and counterproductive to me. The Tactical Support is an ammo-heavy doctrine, thus Recovery Engineers allowed for extra fuel flow, so that control points were free to be upgraded exclusively with ammo staches. At least this was how it worked for me.
As for Raid Sections, I do not understand this desire to shoehorn a unit into the game, called "Raid Section", no matter it's functionality (sniper rifle or MG). It made little sence to use it as Advanced Cover replacement, since Advanced cover worket seemingly well, but at least it was harmless. Now Raid Sections made their way to where they do not belong, Mobile Support has neither Advanced Cover, nor any replacement, and all of it doesn't make sense at all.
Regarding the mobile assault regiment. This commander has too many manpower abilities. And the mortar looks superfluous there. It is worth bringing back the ability that allows Tommy to fight more efficiently in open areas. It's not a bad ability, especially when you're playing without giving them Bren.
I would also like to see a change in the ability to assign a command vehicle. The fine for transport is too high, no one uses it. It makes sense to lower the buff, but make the ability vital. Alternatively, you can reduce the aura to the minimum distances, so that those units that fight side by side with this vehicle would benefit.
I'm here to report a minor bug: This is a captured StuG III Ausf. E by a sapper squad. The Pintle MG 42 on the top seems to be working and firing, but it isn't rendered. I think this isn't the first time I might've seen it; I think I may have seen it in a captured StuG III Ausf. G as well, so it seems to happen to captured German tanks, or just the StuGs' fixed pintle MG 42s? I can't confirm. Likewise, I haven't seen this kind of render bug on other faction's tanks.
I'll come back if I see more bugs, or if I find out more about this.
Note: I thought this might be a British forces bug (since I captured it with the sappers), hence I put it here as well. Also, this might concern other allied factions since I think I've seen this happen with them as well, not so sure about OKW though. I'll put this on Ostheer as well since it's the StuG.
I just remembered and I want to draw attention, if anyone isn't aware or they just forgotten about, to the Lend Lease Assault Regiment's M10 Achilles: Ever since the commander existed, the M10 Achilles is still missing an audio cue once built. This has been detrimental as with any unit you've failed to notice to arrive in the battlefield since you won't be able to use them at critical moments when they are most useful. Please at least give this, and other units that might not have audio cues, its own audio cue.
For raid sections, allowing them to upgrade a single vickers lmg would be a nice QoL change, as being forced to spend 120 munitions on a single unit is costly in the early game, especially since the commander as a whole has a ton of other ways to spend munitions (air resupply, forward observation post abilities).
For the M3 resupply halftrack, adding bren guns would also be nice since the vickers really only benefits the assault officer and anvil sappers (combined with the fact that weapons can't be shared with allies, this could be a welcome change for bypassing weapon racks)
Comments
Strafing Support
The ability itself is actually quite useful against opponents that don't have any anti-air unit on the battlefield. Yet, the plane that only attacks the enemy vehicles misses many rockets, which doesn't reflect its actual performance. Not only there are vulnerable to anti-air but also there's just one plane that prioritizes the vehicles, so it should be more effective against them to reflect its cost.
Infiltration Commandos
It costs 320 Manpower to deploy these elite infiltration units from ambient buildings. It also costs *320 Manpower** them from the base. It doesn't matter whether you decide to deploy them behind the enemy lines or not. They'll arrive as a 3-person squad in any case. The actual thing is that it costs 75 Manpower to reinforce them. Why does it require to be reinforced even when called from the base? I'm of the opinion that these units should arrive on the battlefield as a 4-person squad at all events. However, the maximum number of soldiers in the squad will remain 4 just like Stormtroopers and Partisans.
The comet received a good nerf with its cost increased to match a Panther. Altough its ability to counter infantry is bad compared to the Panthers MG-upgrade. The MG damages infantry a lot. I would like to see a buff to the comets main gun against infantry, to be usefull against Panzergrenadier spam with Panzerschreck or similar. Probably an increase of AOE damage would do enough.
The nerf for Improved Fortifications is a bad idea. It is really easy right now to kill the emplacements with very accurate mortar and LeFH barrages, which also kills the repairing squads fairly easy. Compared to Axis fortifications which are much cheaper and cost-effective i do not think the suggested changes make any sense. The QF 17 Pounder needs a buff to be more in line with the Pak43. It can only fire through buildings with munitions cost and is completely lost, when the fortification is destroyed, while its also much larger than the Pak 43 and therefore easy to hit. Remove the ability to fire through buildings at all, which would make sense. Or if not, at least make it the same for the QF 17 pounder. Make it recrewable like the Pak43, or remove Pak43 recrew ability.
I suggest an improve of the late-game durability of Assault Sections. Early game they are an interesting option, but late game they stand no chance against short and medium range experienced axis units.
The changes to the Special Weapons Regiment seem fairly good to encourage its use.
The Field Recovery Operation needs better infantry. While OKW can use Volksgrenadiers to salvage vehicles and decrewd weapons very fast, the Royal Engineers are the only ones to use the ability, while being very vulnerable and not cost-effective in comparison.
Commandos need to be a 4 men squad no matter where you deploy them, otherwise there are usless to be deployed behind enemy lines and do their main purpose, which was disrupting enemy supply lines and destroying important Axis emplacements.
The nerf to improved fortifications make that commander useless now. They are incredibly easy to destroy as it is since the action factions get nondoctrinal artillery and every other asset available to them without even choosing a commander. IT also currently has No key description
British
Air Resupply Operation
The ability offer too much for cost 100/75:
3 medic kit = 30 munition for Ostheer
ATG = 125/60 for USF
Mortar = (lets say same cost for HMG) 125/50
Sprint in out combat
+50 Reinforcement speed
on the other hand it comes rather late.
Suggestions:
Either change to 1 medic 1 mortar and lower CP to 2 price to 125/40
or
move make Forward assembly able to drop the item separately
Assault
Suggestions:
Extend the ability to include Ro. Engineer
Remove recon planes or limit to 1
Churchill Crocodile
Suggestions:
Remove flare
Trade durability for damage output
Does not benefit WAR speed
increase EFH to 1200 buy adding damage reduction modifier
DOT flamer move to ability instead of always on
Commandos
Increasing the overlap glider and FL glider is a step in the wrong direction.
Suggestions:
Consider changing the command types. FLG for instance could provide AT commandos with 5 rifles and 2 Piats they can put away or Thompson command durably mid oriented with no camo.
Concentrated Fire Operation
Heavy call in like Croc Churchill and "delete emplacement" abilities combo should be avoided. For instance it makes Pak43 useless against Croc.
Forward HQ
The ability comes way to late and it would be more useful if available earlier.
Suggestions:
CP 1-2 can convert ambient building increasing sight by 10 allowing reinforce.
Can call in medic kit
Can call in flares
Can call base barrage similar FA at extended range
health of building to set level 75-100%
Similar bonus upgrade available for FA
If there is need for stronger Off map that can be locked behind Hammer/Anvil or require further tech
Hold the Line
Ability has limitation in use/is confusing as to what is front-line sector and can be countered by decaping
Improve usability.
Suggestions:
Now target a single sector
Cost to 120
now does cancel even if the sector is capped
(similar change should apply to other abilities like perimeter overwatch, sector artillery)
Improved Fortifications
the idea is not bad but very hard to implement and imo other solution should be implemented. Focus this ability in making emplacements more cost efficient.
Suggestions:
upgrade now reduced pop cost by 2
gives garrison bonus
includes advances assembly to free a spot
increases the duration of brace or decreases CD
If there is a need for counter fire now can call in barrage similar to the one in FA with extended range
M3 Resupply Halftrack
The recent change have made Tank hunter less desirable.
Suggestions:
Scraping tank hunter and replacing piat with Boy in HT freeing 1 commander slot possibly for "Artillery Cover" or some other off map
Raid Section
Unit is too good and need changes.
Suggestions:
Now comes with 5 rifles using VG/Grenadier power level depending on received accuracy modifiers
Cap bonus reduces to 1.15 being able to sprint and cap faster is too much
Unit now has "fire and maneuver" training allowing them to fire Brens on the move. (bren can use a different having same DPS long range as rifles and better mid/close)
Unit can not build sandbag/cashes
unit keep grenade but not sprint
Vet 1 camo removed
Recovery Sappers
Suggestions:
Ability allow to build Royal sapper from HQ (CP 0 call-in should be avoided since it map depended)
Unit has savage, smoke grenades and come with 5 rifles. Repair speed replaced by 20% repair speed to emplacement plus no damage penalty when repairing.
Moved to "Advanced Emplacement Regiment" replacing "Defensive Operations".
This should solve repairing issue for the commander.
Tank Hunter Infantry Section
great to see vet suited for unit role, would rather see unit scraped or replaced with an AT sapper squad that would have added utility.
Vickers K Light Machien Gun
The idea of making Bren and vicker offer different things is good the implementation not great.
Suggestions:
If one want to go for LMG/Assault rifle design one should probable make Vicker K the lmg and Bren the assault rifle.
In addition the LMG should be limited to 1 taking both weapon slots and even consider making bolster take one slot so that LMG is only available to 4 men squad.
It should also remove the VK from heavy sappers and lower price of the upgrade or even make it free.
There is another solution, VK could provide a unique ability to the squad. For instance squad with VK can not now use an suppression ability affecting a single squad when in garrison.
Advanced Assembly
Auto repair for emplacements is part or the problem
Suggestions:
Ability merged with Improved Fortification or move to Engineer commander
Now a separate building instead on upgrade
Now only repair vehicles
Air Supremacy Operation
Suggestions:
Anti-Building Flame Mortar Support
Suggestions:
Assault Section
Suggestions:
lower reinforcement cost
fix base/vet bonus so that the unit is more durable early
Replace WP grenades with the old commando grenades that provide RA bonus add a small suppression resistance
Concentration Barrage
Ability is too cheap spammable.
Suggestions:
Ability replaced by counter barrage. Counter barrage now only target mortar and Leig.
Defensive Operations
Suggestions:
Ability removed Replace by special engineers with increase repair speed for structures, no repair damage penalties and 5 rifles.
Designate Command Vehicle
Suggestions:
Replace with a command Valentine.
Aura now split to timed and always on
Early Warning
Suggestions:
ability now target one friendly sector (or a front-line sector ) CD greatly increased.
Infiltration Commandos
Unit does not really
Suggestions:
ability replaced by an off map (mortar cover?)
M10 Achilles
Designed for "flaking" "kiting" game play. See you suggestions
M2 Flamethrower
Replaced by assault sapper.
Suggestions:
Using Flamer IS assets a durable Engineer unit that can use flamers, armed with rifles.
M5 Halftrack
Suggestions:
Mortar Cover
a rather weak ability
Suggestions:
CP to 6-7 cost to 100
Perimeter Overwatch
A powerful ability
Suggestions:
now target a single sector
no longer stop when sector is decaped
cost to 120
CP to 7-8
now moved to Advanced Emplacement Regiment
Precision Barrage
Suggestions:
Sexton
Suggestions:
No longer benefits from war speed
Strafing Support
Suggestions:
Valentine
SPG commander should not have a cheap tank available
Suggestions:
Replaces command vehicle ability,
Also available with out command for mobile assault
Lower penetration values
Remove shared veterancy
fix base stat/vet bonuses vet 3 size too small and unit too mobile
Victor artillery can be move to Assault officer or a "new" artillery officer similar to the Ostheer one.
Vehicle Crew Repairs
Suggestions:
Changes to commander line up:
Advanced Emplacement Regiment
Defensive Operations ---> Replaced by Royal Sapper (emplacement repair expert)
Improved Fortification
Advanced Assembly---> Replaced by M1 Mortar
Counter Barrage--->Replaced by Perimeter overwatch
Precision Barrage-->hold the line or man the defenses
Royal Sapper solve the repair issue
Improve fortification make emplacement more cost efficient with lower pop and garrison bonus
M1 Mortar allow to fire back at mortars/Leig
(Specially designed mortar with inferior autofire/barrage but vet 1 counter barrage possible an ability firing a single incendiary round )
Overwatch/hold the line help defend vs pushes
Man the defense could work similar to hold the line but provide defensive bonus to emplacements and garrisoned troops
Commando Regiment
Commando Glider Insertion
Smoke Raid Operation
Assault
Mortar Cover
Air Supremacy Operation
Lend Lease Assault Regiment
Assault Section
M1 Mortar Team
M5 Halftrack
M10 Achilles
Vehicle Crew Repairsreplaced by Precision Barrage
A "static emplacement killer" might make the commander more popular in large modes
Mobile Assault Regiment
M2 Flamethrower---> Mortar Cover
Advanced Cover Combat---> replaced by Raid IS
Infiltration Commandos---> replaced by valentine
Vehicle Crew Repairs
Land Mattress
Inf Commandos are not that great over lap with Raid IS
Valentine will help easier access to Land mattress
A light off map to complete the commander
Royal Artillery Regiment
Early Warning
Concentration Barrage--->replaced by counter barrage as an normal ability without the disable of production
Valentine--->replaced by artillery officer or victor ability or bonus to mortar pits
Sexton
Perimeter Overwatchreplaced by Concentrated Fire Operation now an area denial ability similar to old 240mm
Commander can defend vs enemy mortar/leig.
Royal Engineer Regiment
M2 Flamethrower--->replaced by either by demolition/flamer engineers or by repair assembly
Designate Command Vehicle--->replaced valentine command vehicle
Vehicle Crew Repairs---> by hold the line/man the defenses
Anti-Building Flame Mortar Support
Churchill AVRE
Special Weapons Regiment
Tank Hunter Infantry Section--->replaced M1 mortar similar to USF
Resupply Halftrack
Hold The Line
Concentrated Fire Operation--->Replaced by "combined arms"
Churchill Crocodile--->Command Churchill vehicle with an timed infatry Aura.
Tactical Support Regiment
Field Recovery Sappers--->replaced by Artillery cover
Designate Command Vehicle---> replaced valentine command vehicle
Air Resupply Operation
Forward Observation Post
Churchill Crocodile
Vanguard Operations Regiment
Raid Operation
Forward Logistics Glider
Vehicle Crew Repairs
Churchill Crocodile
Strafing Support
Raid sections have no "Hold fire" Stance despite being able to hide, a button to toggle hold fire would be nice.
I've asked for this suggestion for the British before and I'll request it again:
AEC Armored Car and Bofors Emplacement Unlocks:
Make it so if you choose one, the other option will be locked until you build your company command post. Players would be left having to consider either early-mid game improved harassment or improved defenses. Mid-Late game, they become more flexible.
What would you all think of this suggestion? Being as it is a compromise between pre and post patch.
I think it's important that it is the public what kind of player you are, i.e. team games or 1v1, whether you play a lot or not. Otherwise one would not recognize the writer's motives. To me, I haven't actively played 1v1 for a good 1 year. But follow the tournaments and often watch 1v1 games in spectator mode, I know the current metas. In my day I was top 100 with all factions. I still play team games with friends from time to time (4v4) so we're around the top 50. In addition, one should express my thanks to the people from the community who update, patch and balance the game. Since they are not paid for it and they sacrifice free time for it, one should not forget that. Hope my English is not too bad:)
Advanced Emplacements
I see this doctrine as a contradiction to an RTS like COH but it does exist and I am satisfied with the changes.
Lend-Lease
Active Damage Ability goes well with the doctrine along with my M10 proposed change. The M10 should be a rush tank, that means it has hardly any penetration at long range but high damage output. The M10 already has a good standard speed and the ability to do so. The damage should be around 240 (KT damage). However, since the penetration should be so small, it has to come to the side or very close in order to cause damage. So that the tank is not spammed in team games you have to increase the cost to 100 fuel and the popcap to 12 (Guideline). In addition, the tank should have 400 hit points (T70, go down with 3 shoots).
Air Resupply Operation
More flexebility more variations of playstyle.Nice.
Assault
Compared to the other ability (Radio Silence, Valiant Assault, For the Motherland), the buffs are good and the ability is not too expensive.
Assault Section
Yeah why not.
Churchill Crocodile
In line with all other heavys.
Commandos
The changes are acceptable.
Concentrated Fire Operation
slow but strong offmap that you have to react to
Forward HQ
Yeah why not.
Hold the Line
The changes are good and the cost should be okay too.
Improved Fortifications
Not too weak and not too strong.
Land Mattress
Nice too see a slightly mun cost reduce.
M3 Resupply Halftrack
Nice to see that it is no longer possible for teammates to get the weapons, the remaining changes are good.
Raid Section
The raid sections are strong but that comes at the price of not being able to spend a heal. In general, the doctrine is very offensive which is very good because the British are more defensive. This enables another way of playing. It is quite possible that you only build 2 engis plus vickers / carriers and then call 3 raid sections. With this you skip the 5 man upgrade and the weapon slots and can tech up what can be extremely powerful. But since you don't have a heal you either have to build a medic or a command post with and spend a heal there, which is a bit more balanced again. So that you don't cap off the whole map, I would take out the faster cap rate, since the Pios already have this. In addition, a moderate call in timer cooldown of 1 min.
Recovery Sappers
More flexebility more variations of playstyle.Nice.
Tank Hunter Infantry Section
That seems nice.
Vanguard Loiter
The changes are good and you should get something back if you invest in ammunition.
Vickers K Light Machien Gun
Strong Weapon but i think in good spoot. But the weapon should need 2 slots so that it is no longer possible to equip 2 Vickers K.
Change bren carrier cost to
200 manpower 20 fuel to give it similar cost to soviet scout car
nerf comados or limit maximum squads of comandos to 1 per player
(deleted)
Overall Commander Changes
-Designate Command Vehicle: Change cost from 75 to 50 ammo;
Ammo cost is too expensive as the player is paying for the ability in the form of severe vehicle debuffs, which no other command unit suffers from.
British Commander Changes
-None needed.
British Unit Changes
-Assault Officer: Slightly increase reinforcement speed at vet 2;
This squad currently reinforces unusually slow for a 5 model squad and needs a boost.
-Raid Section: Change 2x Vickers K 120 ammo upgrade into 2 separate 1x Vickers K 60 ammo upgrades with the 1st upgrade unlocked with Research Weapons Rack and 2nd upgrade unlocked by Company Command Post;
This change allows for a smoother transition of the Raid Section's power level across the match length instead of a sudden increase to dps. Also, allows for a reasonable increase to firepower of 1x Vickers K if skipping the Research Weapons Rack global upgrade.
-Resupply Half-track: Allow this unit to give weapon upgrades to ally's squads;
Taking away this units ability to share weapons with allies destroys some of the creativity and fun of this commander. A team of players should be able to create unique squads with British weaponry if they are capable of such coordination.
-Royal Engineer Recovery Squad: Change salvage ability so it allows the salvage of abandoned support weapons;
Brings ability in line with OKW salvage ability.
British Bugs
Missing ability:
The Raid Section is missing the Gammon Bomb ability even though Specialization: Hammer is activated. Raid Section should have Gammon Bombs because it is a section style squad and it fits their theme. Additionally, the Assault Section and Tank Hunter Section have access to Gammon Bombs.
Missing descriptions:
The Advanced Emplacements Regiment is missing the description for Improved Fortifications. Descriptions are also missing for the abilities accessed through Improved Fortifications, both the White Phosphorous Rounds for the Mortar Emplacement and the HE Barrage for the 17 Pounder AT Gun Emplacement.
Visual bug:
Inside the player inventory the larger portraits for Advanced Emplacements Regiment and Mobile Assault Regiment are at the wrong resolution or misaligned in some way.
The idea of stripping Tactical Support of Recovery Engineers seems bizzare and counterproductive to me. The Tactical Support is an ammo-heavy doctrine, thus Recovery Engineers allowed for extra fuel flow, so that control points were free to be upgraded exclusively with ammo staches. At least this was how it worked for me.
As for Raid Sections, I do not understand this desire to shoehorn a unit into the game, called "Raid Section", no matter it's functionality (sniper rifle or MG). It made little sence to use it as Advanced Cover replacement, since Advanced cover worket seemingly well, but at least it was harmless. Now Raid Sections made their way to where they do not belong, Mobile Support has neither Advanced Cover, nor any replacement, and all of it doesn't make sense at all.
Regarding the mobile assault regiment. This commander has too many manpower abilities. And the mortar looks superfluous there. It is worth bringing back the ability that allows Tommy to fight more efficiently in open areas. It's not a bad ability, especially when you're playing without giving them Bren.
I would also like to see a change in the ability to assign a command vehicle. The fine for transport is too high, no one uses it. It makes sense to lower the buff, but make the ability vital. Alternatively, you can reduce the aura to the minimum distances, so that those units that fight side by side with this vehicle would benefit.
I'm here to report a minor bug: This is a captured StuG III Ausf. E by a sapper squad. The Pintle MG 42 on the top seems to be working and firing, but it isn't rendered. I think this isn't the first time I might've seen it; I think I may have seen it in a captured StuG III Ausf. G as well, so it seems to happen to captured German tanks, or just the StuGs' fixed pintle MG 42s? I can't confirm. Likewise, I haven't seen this kind of render bug on other faction's tanks.
I'll come back if I see more bugs, or if I find out more about this.
Note: I thought this might be a British forces bug (since I captured it with the sappers), hence I put it here as well. Also, this might concern other allied factions since I think I've seen this happen with them as well, not so sure about OKW though. I'll put this on Ostheer as well since it's the StuG.
I just remembered and I want to draw attention, if anyone isn't aware or they just forgotten about, to the Lend Lease Assault Regiment's M10 Achilles: Ever since the commander existed, the M10 Achilles is still missing an audio cue once built. This has been detrimental as with any unit you've failed to notice to arrive in the battlefield since you won't be able to use them at critical moments when they are most useful. Please at least give this, and other units that might not have audio cues, its own audio cue.
don't remove counter battery
For raid sections, allowing them to upgrade a single vickers lmg would be a nice QoL change, as being forced to spend 120 munitions on a single unit is costly in the early game, especially since the commander as a whole has a ton of other ways to spend munitions (air resupply, forward observation post abilities).
For the M3 resupply halftrack, adding bren guns would also be nice since the vickers really only benefits the assault officer and anvil sappers (combined with the fact that weapons can't be shared with allies, this could be a welcome change for bypassing weapon racks)