it's no secret that Blitz doc is my most played doctrine in the game, alongside US Armor and then US Airborne...
So, I suppose my feedback could be useful.. or at least that's what I hope.
First of all,
I was expecting the doctrine to be re-named to "Breakthrough" by the way.. it doesn't feel right to have the MOD name based on a particular doc.
Anyways, I like the concept of removing Tigers from this doctrine.. and I welcome the addition of Stupa and airstrikes.
However, I'm not exactly fine with the approach of how this was done or implemented...
To illustrate my viewpoint, I would like to begin by reacting to this:
MarKr wrote:That being said, we are aware that this new BK doctrine will have easier time defeating other doctrines - especially Brits.
in order to evaluate this, we will have to carefully compare between the current Blitz doctrine.. and the new design that we have here.
So, let me attach a picture of the current doctrine in the game:
Now, looking back at the "new design" while comparing it with this current one...
I then dare to say that the new design is - in fact - severely weaker against the other current doctrines in the game, at the very moment.
Nonetheless; it's not weaker in all aspects; the design is flawed.. but at the same time, there are few extremely powerful tools that shouldn't be represented that way.
Why do I think so? Well...
First, the way how the command points were divided and the way how they were structured altogether...
in the current doctrine, the player can unlock Pz4 after only 2 command points.. in the new design, it's 4 command points.
That's 2 command points more than a Firefly! And as much command points as M36 Jackson.
Also, in the current doctrine.. players can reach heavy tanks (Tigers) only after 4 command points. Whereas in the new design, they are left behind without anything (except the off-map support) until finally unlocking Panthers after 6 CPs. Keep in mind also; Panther.D in Luft doc required 5 CPs, but now it's together with Panther.A unlock.. so the D version is now available 1 CP later in the game.
If the player wants to unlock just the "grenade volley" he needed 5 CPs in total, but now.. he needs 7 CPs!
Suppression StormTroops are earlier available but now they need to pay fuel for the half-track in order to call them (which is fine though).
Demolition SormTroops required 2 CPs, now 3 CPs. Not sure if it's a big deal, but these were just some examples to show you that the new design isn't necessarily more flexible than the current one...
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So:
Warhawks97 wrote:1. Why is a call in ability that provides random units put in a tank unlock line. The Tank IV´s seem to come pretty late. Meanwhile 3 CP for a cheap MP only call in enables you to spam the shit out of your opponents without ever requiring any fuel.
2. While point 1 mentions the early spam capabilities without any fuel required, the Panthers are again veery late. Long barreld tank IV´s as well as Panthers are later avaialble than 76 shermans, jacks and pershings. Even inf doc can get 76 before BK gets long barreld tank IV´s. Tank IV J/H should be early available and the core of this doc along with stugs.
I agree with this... The off-map support required 5 CPs in the current doctrine, now only 3 CPs in the initial new design.
Whereas Panzer4 unlock is later available by 2 CPs, which is definitely weird...
Warhawks97 wrote:Top line:
Tank IV H/J (1 CP), Tank IV command (1 CP), Panther (3CP), Panther ace (2 CP). (i am not even sure if i would add one but well, all like these call in super elite units, i dont bc i throws all that fuel balance over board. I would make units either producable or, in case its an ace, a one time call in only).
Eventually, this could work.. but I would rather probably just separate the off-map support from the tank line in the top, and then I would switch 1 command point from the veterancy unlock and another from the airstrike.. then add those 2 command points to the off-map support, so it would require 5 CPs as it used to be. While at the same time, allowing Pz4 and Panthers earlier once again this way!
I will attach a picture to better explain that below...
Warhawks97 wrote:Unit changes to stuh and stupa:
1. 60 range both
2. Stuh will essentially be a stug III in terms of abilities and gets a bit more HP
3. Stupa gets better support abilites for inf and +200 HP.
You can boost the range again with Tank IV command tank up to 70 again. So with 85 basic range you would get 95 range ...... 95 range oneshot unit.... holly mother.
Now, here I have to disagree.. sorry!
Stupa, Stuh (and Scott) should never have less range, and if the range goes up to 95 with the command tank, then the command tank could just be disabled from buffing the Stupa or the Stuh, without lowering their basic range... So once again, I completely disagree with lowering their range.
Else, they are just useless then... Their range is totally fine now. So, that's just my opinion over this...
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TheUndying wrote:Volksgrenadiers wrote:Ostwind: Well why not but i think its still not much good and have weaker reaction on planes on many maps then US CW AA that shoot on every Axis plane that show even before map.
One thing I agree on: 50cals on Shermans and especially the 50cal base emplacement for US are WAY too effective against planes. No other AA compares to them when it comes to bringing down planes and that needs a nerf.
Thumps up.
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Regarding the command tank - I wanted to say;
Previously, people complained about the US command car and how it's very uncomfortable to use due to the way how it works...
So, I don't really understand why adding another unit (Pz4 command tank) that works the same uncomfortable way!
The way how the CW command Cromwell works, is obviously better.
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MarKr wrote:The thing is that StuPa is available later - you can only build it from the heavy tank factory. To get it you also need 7CPs which means that the opponent will be able to field some counters already.
Wait, how 7 CPs?
isn't Stupa only 3 CPs now? in Def doc it required 6 CPs, in the new design of Blitz doc, it's 3 CPs only.. or something I've missed?
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Concerning the WH AT squad;
So.. basically, now they are CW AT boys but without camo!
Honestly, I would prefer the Pak36 (37mm) any day.. a squad with 60 range and low accuracy AT rifle with also low HP and inability to hide!!!
Do you really think you could catch anything with this? Catching a jeep would be already difficult, not to mention a Recce which needs 3 hits.. whereas the 50.cal would probably eat them in the first 5 seconds. Try to remove camo from CW AT boys and use them, then tell me how it feels...
Can't we just bring back the Pak36 then? I'm serious.
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Back to the doctrine design;
Here is how I think CPs could be better divided...
So, this way... (Sticking to the rule of 30 CPs in total, for sure)
- Off-Map support will require 5 CPs again.
- Pz4 requires 2 CPs again.
- Panther.D requires 5 CPs, not 6 CPs (Panther.A now 5 CPs as well, but it's more expensive and requires upgraded production)
- Panther.G requires 6 CPs now, it used to be 7 CPs in Terror doc.. whereas in the new Blitz design, it requires 8 CPs.
But 6 CPs sounds fair because it's limited to only 1 tank right now! You can keep the price high (1370 MP or higher).
- Stupa requires 4 CPs, not 3 CPs. (Should no longer get bonus from command tank) _ Also; could be moved to heavy tank factory, with Panthers.
- Stuka airstrike now requires 5 CPs instead of 6 CPs.
- Storms veterancy unlock requires 6 CPs instead of 7 CPs.
- Mass production is 1 CP earlier available (Makes sense for a breakthrough doctrine).
- And finally, as Hawks said; no need for ammo unlock in this doctrine.
I would better suggest to add Booby Traps, the entire WH faction doesn't have any access to such a thing!
While all other factions do. The "booby traps" unlock can be then separated from the mass production line...
Running out of time once again, i'll come back later.