Finally, the rework that took so long to set up. You can find out more details on decisions made for this doctrine on this post here: viewtopic.php?f=15&t=3432&start=75
- Reworked unlock tree in TH doctrine
- Teller Mines moved to SE doctrine (unlocked with "HT mine drop" unlock)
- Added Tiger to TH doctrine
- Added King Tiger to TH doctrine
- Added Beobachtungs Panzer IV to TH
- Offmap 105mm barrage (100 ammo)
- Offmap smoke barrage ( 35 ammo)
- Removed Nashorn from TH doctrine
- Assault Grenadiers removed from TH doctrine
- Jagdtiger transformed into a buildable unit (from a call-in)
- Hotchkiss Stuka Rocket upgrade now requires unlock (from building tier)
- Resource swap changed to give 100 Fuel for 100 ammo (from 75 fuel for 125 ammo)
- 20mm vehicles can now call in offmap smoke or mortar barrage (unlock required)
- Renamed Tank Hunter Tactics into Panzer Support Tactics
Heavy/Specialized Tank Viability Updates
We heard a lot of feedback regarding special tanks, their roles, and their counter options. One of the most common complaints received was the viability of the ace units. We hope a couple of buffs to the ace tanks will make them a more desired option on the field. In doing so, however, we want to make sure that doctrines are properly equipped to handle the stronger tanks, specifically we’ve heard Airborne doctrine struggles to keep up with spammed late game tanks. We made some tweaks to better equip Airborne players to handle late game tanks, opening up some more reliable options that will require some skill to use. You can discuss the impact of these changes here: viewtopic.php?f=15&t=3538
- Tiger, Panther and Pershing Aces now start at Vet2
- Tweaked the MGs on top of tanks to have lower chance to "one-shot" full-HP planes
- Tweaked the US and CW rocket planes effectiveness (a little bit bigger AoE, effectiveness in AoE, overall less damage to infantry to underline its AT role)
- Super Pershing now properly displays a Tank Commander
- Added Accurate Long Range Shot to Panther Ace in BK doctrine (requires Vet3)
- Added "Assault" ability to Panther Ace (same as Panther D)
- Rapid Fire is available immediately for Panther Ace
- Panther Ace received stat buffs just as other Ace units have (small accuracy, reload speed and HP buffs)
- Rocket Air Strike now fires 8 rockets per use (from 6)
- Lowered the minimum damage of Recoilless Rifle to 70 (from 80)
- Lowered the damage of Recoilless Rifle against vehicles and tanks
- Increased the chances of various critical hits of Recoilless Rifle against vehicles and tanks (engine damaged/destroyed, main/secondary weapon destroyed)
50cal changes
After a lot of debate from our end with the community, we have decided on how we attempt to balance the US early to mid game. Hopefully this will add some more variety in game play instead of all US players (regardless of doctrine) always rushing towards 50cal greyhounds that we see in EVERY replay/game. No counter balance was made as we felt that the general nerf was needed. You can discuss the impact of this change here: viewtopic.php?f=15&t=3410
- .50cal upgrades for Greyhounds, Shermans and Hellcats now require a global upgrade from the Weapon Support Center (100MP 30F)
Airborne Officer Updates and Other Airborne Changes
A couple of comments were made about how the Airborne doctrine didn’t “get the same love” as other doctrines like luft. Additionally, we noticed players really liked the direction we’ve been taking officer units as a whole. So we decided to rework how the Airborne officer squad works, reducing its direct combat effectiveness and buffing its support aspects.
Royal Artillery → Canada Updates- Removed Phosphorus Grenade from 101st and HQ squad
- Removed Sniper and Engineer from Airborne HQ squad
- Added options to paradrop AB Sniper, Engineers or Medics near AB HQ squad
- At Vet4 AB HQ squad gets an offmap 105mm barrage instead of mortar barrage
- Cost of AB HQ squad lowered to 400MP (from 680MP)
- "Equipment packs" that contain paratrooper weapons (Fallsh, 101st, 82nd etc.) now look like ammo drops (used to have a "fuel drop" model with visible fuel canisters - only a visual change)
- Lowered HP of 101st by 10
We noticed some redundancy in the artillery doctrine, something that was overloaded with units of the same role and thus are never used. As we move to bring doctrines to be more viable in 1v1s scenarios, we swapped out a rarely ever used unit for something that might add more variety on tactics available for the doctrine. You can discuss the impact of changes here: viewtopic.php?f=15&t=3539
- Removed 95mm Cromwell from Artillery Doctrine
- Added Canadian Sherman Support ability to Artillery doctrine (same as in RE - callin for 2x 76mm Shermans; requires Command Tank; for now remains in RE too)
Blitz Doc Updates
We’ve heard a couple times that the Blitz Doc stormtroops don’t feel as viable as they use to because they come a little too expensive relative to their loadout and enemy forces available at the same time. We want to keep the aggressive and combined arms personality of Blitz doc, so we felt the best way to do that is to make it a bit more cost effective to field units. This will let the doctrine be a little more forgiving to be aggressive with. You can discuss the impact of changes here: viewtopic.php?f=15&t=3540
Luft Doc Balances- Grenadiers are no longer available for Blitzkrieg doctrine
- Created two types of Stormtrooper squads: "Normal" squad comes with 1x StG44 and 5x Kar98; "Urban Assault Squad" comes with 1x StG44 and 5x MP40
- Blitzkrieg doctrine can now build Stormtrooper squads in Barracks
- Cost of Stormtrooper squads lowered to 360MP (call in squad cost kept at 450MP because it can enter map anywhere through buildings)
- Lowered cost of Suppression Stormtroopers to 475 (from 500MP)
- PIV F2 in Blitzkrieg doctrine now properly captures points with "Blitzkrieg Assault" unlock
We noticed a lot of the players still use Fallshirmjägers like they were used formerly in the pre-rework patch, units that are instantly strong and elite on drop rather than a scaling unit that gets better over the game. The prices of the paratroopers, as well as some other units the community has identified as too expensive, so that it is a bit more forgiving for players still getting use to the patch. No performance changes were made as we still feel that the potential of the Fallshirmjägers have yet to be recognized by the community. You can discuss impact of the changes here: viewtopic.php?f=15&t=3541
- Lowered the cost of Fallshirmjägers to 400MP (from 500MP)
- Fallshirmjägers are dropped with a Panzerschreck again
- Lowered the cost of Luftwaffe Pioneers to 300MP (from 360MP)
- Lowered the Wirblewind cost to 400MP 40F (from 500MP 55F)
CW Bug Fixes
- When CW HQ building gets rebuilt it will no longer show US units to be built
- Soldier and Armoured Trucks are now call-in "abilities" instead of "buildable units" this means that while the truck is being called in you can build other units at HQ
- Canadian Infantry is no longer able to equip 3x Bren LMG (remains at 2 Brens as normal Infantry Sections)
- 6 pounder Churchill should no longer be displayed in Armor Truck when RAF is selected
Other Bug Fixes
- Heavy Medic Bunker and Repair Bunker should no longer be transfered to team-mates after being built
- Incendiary mortar shot (Propaganda doctrine's mortar team) can now be unlocked with Stuka Halftrack unlock