US:
Captain call-in riflemen cost 300 mp, have 7 men, come with 2 BARS, and cost 18 to reinforce instead of 25 like a normal rifle squad does. Is this intentional? If not, please take a look at the reinforce cost and adjust it to where the normal riflemen squad is.
US medium tanks AP shells cost too much to fire. If the plan is to have a mass army of medium tanks vs a Tiger or something bigger. Then paying 75 munitions to load AP rounds is too much. Loading 3 76 shermans with AP is 225 munitions. Which means it's actually cheaper to use the 90mm guns as armor doc for the AP rounds than shermans since they both cost the same to load(also note the commonwealth sherman AP rounds cost 75 munitions to fire as well). The cost should be around 50 munitions instead of 75.
US Tank Destroyers(M10/Hellcat) share the same problem where their AP shells cost 75 munitions to fire(M10 HEAT shell also costs 75 munitions to fire despite being a single shell to use instead of 3-4 like normal AP rounds). Cost should be around 50 munitions here as well.
Most of the newly added tanks(even m4 chaffee) and 90mm guns share the same accuracy tables in corsix(25% chance at missing from distant and long range) while axis tanks have increased accuracy when the range shifts from distant to long. The 76mm guns should at least be slightly more accurate if the enemy tank is 25-40 meters away(0.8 acc instead of 0.75).
US Inf doc should be allowed to get their M10s for 1 CP instead of 2 as they desperately need mobile AT to deal with axis armor later on in the game(where as AB has many recoiless rifles/bazookas for their airborne squads and bombing runs).
Pershing Ace MG ability does not seem to be very useful. Its reload penalty on the main gun when activated(last I checked corsix I think it was 35% slower?) means it's actually a detriment to use it if there are tanks around. Lower or remove the reload malus or buff the MG's even more.
CW:
Sappers are very tough engineer units who cost the same as american engineers to reinforce(15). They should have a slightly higher reinforce cost; around 16-20 mp per model.
RE doc heavy mines being behind roadblocks means you will never see them unless someone is a dedicated mine layer type of guy. Should be the other way around where heavy mines are unlocked first then roadblocks are unlocked second.
RE doc 57mm churchill is much worse in all ways compared to the 75mm churchill with HE rounds except for the fact it comes earlier since it does not need a CCT. If it is supposed to fight stugs/panzer 4s it is woefully inadequate. It doesn't auto target infantry with its guns so you must manually click on enemy infantry if you want it to attack them. It's also too slow to chase after light vehicles so it really has no purpose but of shock value. Its cost should be adjusted to reflect this or its gun should be buffed in accordance to how much it costs; maybe it could fire much faster than it does now.
For the cost of 400 mp and 15 fuel, the Bren WASP carrier with the flame thrower has the range of a PE AT grenade. The soap bubbles coming out of its weapon only leave axis warm and fuzzy feelings unless they hold position where it is shooting for a good 4-5 seconds. It is also slow and dies easily to paks or sprinting AT teams. The range of the weapon should slightly be increased or its cost should be lowered.
RAF has no tools to deal with 88 emplacement spam. This is much worse when fighting Luftwaffe 88 emplacement spam as they have vampire halftracks to spot marine commandos who are trying to crawl towards the emplacements and destroy them.
To somewhat help with the problem above. The M2A4 Field Gun RAF gets in their tetrarch glider should be allowed to have an artillery barrage ability that's similar to the one used by the 75mm le.IG for Wehrmacht.
Commando, with Boys AT Rifle. Why is he 200 mp and only one man? He gets sniped/killed so easily. Raise the cost to 300-350 mp and make it 3 men like the normal AT boys squad.
RA doc is too self-sufficient. It has everything it needs to spot enemies for itself (artillery spotters, air recon) and defend itself (17p emplacements, firefly, achilles) and is always the most dangerous to axis late game with its many artillery abilities tied to Priests. The air recon ability should be replaced with something else; or the 17p emplacement should be RE exclusive.
95mm Cromwell does not benefit from unlocking supercharge rounds, is this intentional? If not, can they be allowed to benefit from it?
WM:
Regarding this:
MarKr wrote:Changelog:
- Increased reload time on PIV F2/H/J, StuG III/IV, Hetzer and JPIV 75mm L48 to 7 seconds
- Tweaked stats of 57mm/6pounder guns vs PVs (removed -6% accuracy; penetration increased by approximately +10%)
WM:
- PIV H needs the "H" unlock (2CP)
- PIV J needs the "H" unlock + "Faster production; comes cheaper right away (3CP in total)
- Mass production makes "H" cheaper, does not affect cost of "J"
Can the PIV H be made slightly cheaper(530 mp/75 fuel)? These are pretty big nerfs for a signature tank of a doctrine that otherwise would have people picking Terror. Which is exceptionally better except for not having a PIV with top gunner and side skirts.
Blitzkrieg doc should get back their evasive maneuever stormtroopers instead of having to wait 7 CPs(!!!) to receive that ability. If that is a problem, just tie it in with the assault ability so it is 5 CPs instead of 7.
It is worth noting that demolition stormtroopers start with evasive maneuevers.
Panzer IV Ausf. D costs too much manpower for being easily destroyed by 37mm guns. Should be 300-350 mp instead of 400.
The reward unit 75mm le.IG costs a lot more while being far less useful than a Pak 50mm. Its cost should be decreased if it is going to replace the Pak 50mm. 300 mp/25 munitions instead of 350 mp/25 munitions.
How come Wehrmacht officer doesn't get a special call-in unit while every other faction big officer does(Ranger Captain, Captain, Hauptmann)? He should be part of that one big happy call-in family. Maybe some type of fusilier squad like COH 2 has and they come with G43s or something.
The Elefant is an iffy unit. Too slow to dodge artillery strikes or bombers and its weapon range means it can't catch any enemy vehicle. If it is supposed to be a bunker type unit, better off with 88 emplacements/at guns instead. Just give it +5 range and see how it works out(as SP currently outranges when it is not in firing position).
The 20mm halftrack for def doc is worse than a puma. Why is it 35 fuel? should be 20-25.
Worth mentioning that Terror doc sector propaganda is overshadowed by propaganda war ability which pretty much does the same thing it does except it's cheaper and is available for use earlier. Sector propaganda for terror should work like a reverse version of for the fatherland for def. Where instead of just making enemy units retreat in a sector, it should debuff them(less accuracy, more received accuracy, slower fire rate, etc.).
The def doc new 88 at gun emplacement... Why would anyone pay 400 mp 50 fuel when it only has AP rounds? The 360 degree 88 emplacement one unlocks with it only costs 110 mp and 20 fuel more. Which also doesn't need to rotate and can use HE on infantry as well. Lower the cost of the other or let it be unlocked with the pantherturms.
PE:
There is no reason to get the reward unit Jagdpanzer IV/48 over the Hetzer. Not only does it cost more and is slower than the hetzer(speed of 4.0 vs hetzer's 4.2). It has no top gunner MG and no flank speed. Its cost should be the same as the Hetzer if it is replacing it; as its drawbacks are already big enough.
Goliaths in general deserve more received accuracy modifiers as they die to fast to any squad shooting at them for even 2 seconds.
The Sd.Kfz. 250/1 Halftrack (MG34 halftrack) should have a cost of either 300 MP/10 Fuel or 250 MP/15 fuel as its window of opportunity is very small(mid-late game it will never be seen because of all the AT allies have; early game scout cars are better). The medic halftrack is much more useful.
Panzergrenadiers are the most expensive builder squad to reinforce in the game. It should be slightly decreased; as having volks level of kar98k accuracy with the ability to repair and build along with it is not worth 28 mp per model. Even if they can be upgraded, it is only 2 G43s. Lower it to around 26-25 mp.
Light Tanks in general:
They should fire faster the closer they are to the target(like PIATS do ingame). If a Stuart is behind a stug at point blank, it should be firing twice as fast then it does at maximum range. Of course the detriment is that being close to infantry units will get you killed by AT, disabled, or whatever else.
Elite infantry in general:
All factions should have the ability to perform vehicle buttoning. Tie US vehicle buttoning with Rangers LMG upgrade. WH with Grenadiers LMG upgrade.
This is getting pretty long winded so I will end it here. These are only suggestions so make of them what you will.