@Tiger: Besides that there is the fact that J gets unlocked with upgraded production, means that cheaper H version comes after 7 CP. So you have a mass produced tank before actual mass-production.
So it all looks good.
1. In BK doc the upgraded production says that it unlocks also a battlegroup call in. Its basically the same description as it is for the battlegroup call in.
2. The call in still says that it provides either Stugs or Tank IV´s, not Tank III N.
3. Flakpanzer Gepard can be penetrated by cal 50 it says. Havent tested it but is it true? (I might just look at corsix)
I simply assume that description changes will be be made when docs are final.
Question at devs:
1. Will the buildings for WH get changed? We have war barracks that contains a tank with 80 mm armor (unlike the Tank IV D with its 30 mm which wasnt thicker than that of a Puma), A Tank factory that contains tanks and a heavy tank factory that contains heavier tanks but which is cheaper.
My point is:
Can we change the War Barracks into something similiar as in voch. It would contain Light armored vehicles and AT guns, usually all Halftracks and AT guns and Nebelwerfer.
The so called Tank factory be changed into "Assault armory". It would contain Tank III N, stug III, Puma vehicles and mechanized rocket arty and assault arty. The last building would be the Tank factory that contains all tanks from Tank IV´s with long barrel to heavy tanks and Tank destoryers.
Each building unlocked by each HQ upgrade, but each HQ upgrade doesnt require any building. Means you can jump over the second building if your focus is more on the offense, but for the duration of the tec up you are left vulnerable with nothing else as your starting units.
Ofc other factions would receive similiar flexibility.
2. The Tank Aces. Can we make them so that each can be called just once. Either for last stand, turn arround fight or finisher. Right now they are just too much of a "fuel bypass" in my opinion in long games or in games with big MP income. All non ace tanks would be produced in a normal way or consume a bit fuel to call in.
Else, good work. The more often i look at the BK tree, the more i like it. The AP round thing is still a thing but else its pretty, logical and the Blitzkrieg ability is put right in the center and not just a "final unlock".
If Terror and Def doc will look so organized, i would play them a lot more often.
CGarr wrote: F2(G? same thing i think) it shouldn't throw the game off too much, as 57mm guns should be able to deal with said tanks and light tanks have a reasonable chance of killing them with good micro without being screwed over by RNG as far as I can tell (at least the chaffee does, haven't tried the stuart).
the F2 was more an experiment with the long 75 mm L/43 gun with only 200 build but with still 50 mm armor. The G was the first real long barreld tank IV with 75 mm L/48. But i also got an extra armor plate increasing armor thickness to 80 mm. So the difference in reality was, that the US 75 mm could pen the 50 mm armor, but not the 80 mm. In game axis 50 mm armor is largely exaggerated with good chance to bounce even the 76 mm gun.
In game the Tank III N has the armor value (target type) of the overrated german 50 mm armor but still worse than the german (also overrated) 80 mm. So it shares the armor of Panzer IV F2 while it should have smiliar values to the Tank IV J.
In game you can adjust each weapon against each target which are the so called target tables. For tank IV we got three. Tank_IV_D, Tank_IV_and Tank_IV_skirts. The 50 mm Tank IV models share the same armor type as the 80 mm Tank Iv J, just the J has again a 20% reduced received pen modifier (which affects all weapons pointed at it). Adding skirts it changes to Tank IV skirts type but keeps the 20% received pen reduction.
That all makes tweaking stats for tank IV´s and III (which have no own target table) difficult and most of them have generally overrated armor with only the biggest (90 mm and 17 pdr) guns providing an effective counter to them.
Thats why i keep asking for an overhaul. Technically, with the removal of the Tank IV D with its own target table of 30 mm armor, we do have 3 target tables that could be used for the 50 mm armor versions, 80 mm armor versions and 80 mm+skirts versions. That would allow a lot more fine tuning.
Again, these are just suggestions for balance changes, I'm not sure how long it'd take to implement but the current beta isn't unplayable so if time is better spent working on the other doc reworks before ironing out these smaller issues, I'd prefer to see more doctrines playable within the new balance meta being made. (Brits and PE need work badly, terror and airborne would probably only need small changes and the groundwork is for the most part laid out for the other wehr and US docs)
The AB needs urgent rework in the support branch and the infantry branch.
The support branch is too much unlock for too little. The support branch should only unlock the spotters. The weapons they call in get unlocked by upgrading the base for the most part except supply drop and off map mortar strike. But HMG, mortar and AT gun drop in and stuff would be unlocked as soon as the base has been build up.
The inf needs flexibility and more type of unlocks to boost the inf over time, similiar to current RAF doc. And unlocks such as the command squad should not be required to unlock a boosts such as vet. So you either unlock more para units or you boost those you have on the ground already.
And perhaps more flexible air strikes. More different patroles similiar to luft doc.