Among USF commanders there are a lot of things that should be tweaked. A lot of these issues render certain abilities useless or just fail to synchronize with other abilities in the commanders kit.
Below I'll list a few things I think should be tweaked.
Overall decent kit however, it's proven overall a lot less useful since the CalliOPe nerf which kind of shows that this commander had a rather weak kit besides the Calliope.
It has a lot of abilities that are munition expensive and overall to weak for their cost, especially considering how much USF uses munitions.
-Reduce cost of P47 strafe to 90MU and allow it to pin.
I don't understand why this ability is set at 125MU. It's worse than the other strafes and yet it's more expensive. Overall it's a frustrating ability that has a long call-in time and has little impact on the game and competes for munitions with other abilities.
-Give P47 recon loiter a full 360 degrees of vision.
This ability is overall useful, I use for keeping track of an enemy on larger maps; however, it's limited vision arc makes it practically useless for spotting for long range weapons which I feel is really unfortunate considering that it is not a cheap ability.
Rifle company is a very incoherent commander ever since the changes it got after OCF. I feel like the commander is bogged down by a load of nearly useless utility abilities that don't justify picking the commander.
My main complaints with Rifle company is with the 'Fire Up' ability. It comes in too late and has a huge penalty for it's use making it a decent ability with a huge penalty (10 seconds of reduced movement speed) that can be very punishing as the reduced movement speed persists into retreat.
I would complain about the Flamethrower being useless as early on if a player takes it it eliminates their ability to use grenades due to the MU investment; however, I feel with the addition of the M2 60mm motor players will be able to make the investment without ruining their early game.
-Change 'Fire Up' into an active ability like 'Valiant Assault' that slightly raises movement speed and increases Riflemen DPS
I feel like this ability would be a lot more fitting than 'Fire Up.' This ability like this would mesh better with the rest of the commander's kit allowing the player to make rapid pushes with riflemen supported by E8s and White Phosphors.
This commander is unusable. The kit doesn't synchronize at all with itself.
The last ability is a disaster that never seems to work out. I really don't think it should be apart of the commander as it really doesn't fit at all with the theme of the commander.
Reduce forward observers CP requirement to 0
Beyond the initial engagement this ability really doesn't impact gameplay. I always have felt the CP requirement to be tragic.
-Replace I&R pathfinder with sniper
I really think this change alone would give Recon Commander a lot more play. Sniper play can be devastating against USF in some situations especially team games where the M20 can become impractical due to geographical features of the map or just unit density.
-Give M8 Camouflage similar to Jagdpanzer and give it the I&R barrage.
This unit fails to differentiate itself from the other USF light vehicles. I feel like the I&R barrage and the Camouflage would allow some interesting plays with the M8, the barrage in particular would offer a reason to take it over normal USF vehicles.
-Widen the arc of canister shot but reduce it's damage to sub 80 (less then the health of an infantry model) and make it more responsive.
I agree that this ability should not be able to wipe full health squads but it needs to have a higher yield and honestly sometimes it can take up to 10 seconds to get the canister round off it needs to be fixed.
-Change Paradrop combat group to a P47 loiter (like Airborne's) that targets infantry and pins/suppresses them
Recon commander is supposed to be a nimble commander capable of responding quickly to new threats. I think this ability would fit in nicely with the commader's theme and also allows reward players that use their recon advantage to foresee enemy advances by allowing players to halt said advances.
I'll withhold most of my suggestions about this commander because I feel that I have no decisive changes that would make a huge difference.
I have always felt that Mechanized Company's core mechanic (Withdraw and Refit) is rather weak. It offers a very risky proposition for what I feel is very little reward (75% refund for vehicles that exit the map alive). Even when used well Withdraw and Refit really isn't worth choosing Mechanized over.
These are some quality of life changes that, while I don't imagine they will 'fix' the commander, I think they would be greatly appreciated.
-Remove/greatly lower fuel cost on WC51
With the addition of Panzerfausts to volks I feel like the WC51 will see a lot less use, therefore I don't see why it should be so punishing for players to use.
-Increase armor on M3 call in and reduce fuel cost to 20
The M3 is why too vulnerable to infantry fire for really no good reason. Also the call-in ability has a huge MP cost of 520, I really don't see why it should also tax fuel so much as well.
Forgive me for making such a long post. Usually I try and keep my posts short.
Anyways, what do you think of my suggestions?
What changes would you want?