Please post all feedback from the Commander Update beta for the AEF faction here.
The Rifle Company is still useless since the buffs on CP and E8 are quasi at best. E8 is definitely not worth that price tag. Unless you know you'll be going against P4's only, then yes, E8 can be viable. It can also be viable in 1v1 with the agility buffs. However, in 2v2+, where there are multiple Panthers/Brummbars/Heavy tanks, I highly doubt anyone would pick an E8 over Jackson. The Flamer on REs is also a quasi buff, and an obvious trap. Anyone who gets a flamer on the REs will suffer sooner or later when the armour starts rolling out.
Calliope nerf is also overboard. It's quite useless on long range barrages (hence the need for shotgunning) and with such low armour and a 2 hit requirement, you will need to micro the hell out of the calliope and ATs to stop any sort of P4 dive. Even more so if the P4 has the blitz. Calliope needed a nerf in the armour department only, not the HP and armour. For the price and timing, why even go for it if you know you need to pay extra care with it.
M8 greyhound change is laughable. Still a useless unit.
Rangers change. Need testing. Doubt it matters. For a 10 pop squad, you really need to give them 3 zooks to make them useful. Even 2 super zooks don't scare off anything heavier than a Puma. Don't think they need any buffs/nerfs
RE granade launcher. Laughable before the nerf. I don't think I've ever seen anyone get actually damaged by the 3s fuse coupled with the fly-time. To upgrade REs with a nade launcher only to constantly have them launch it is really laughable. Don't know who proposed that change, but try to play 2v2 or 3v3 with one RE nade launcher and tell me if you will constantly shift to them to use the launcher. 15s cooldown no less xD ----> I really don't know which brainiac made that change.
Dozer blade: If you say so. Never found it toxic to play with or against. But could be I guess.
Pershing. Shaving off a couple of seconds of repair time will not make it any better. If you buff the armour to 280 or 290 and give veterancy a 15 or 20% buff to speed, then maybe. Right now, every AT axis has can easily fend off the Pershing and maps in 3v3 are not really designed around flanking since most are pretty lane-y. Hence, you want a KT or Ele or Jagd or ISU152. Something that has range and frontal armour and HP. Pershing has none of those. It only has a good AI cannon and good penetration with a slow ROF.
Rest of the buffs/nerfs are also quasi at best. Nothing substantial, only to give the article that extra word or two, to make it seem more important and give a sense of a large update.
The **Pershings **cost-effectiveness is very low, you pay for a heavy tank and get a worse Panther. No experienced player will use this tank in combat. It is compared to other heavy tanks in the game, the worst behind the IS-2. Historically this tank would have outmatched a panther and even a tiger I. Decreasing its health is just no change. To encourage the use of it, i suggest something different. Give it the ability to decrew, like any other usf-tank. So the repair change is not needed and no RE build will be necessary, only to repair the Pershing. Furthermore improve its frontal armor and slightly its sides, to be better than the Tiger I, so it bounces more shots from the front and AT shots as well. This will balance itself, because you just need to use german speed, like the Panther or Pz4, or just an anti-tank squad to damage it massively from behind. This would give the commander the ability to breakthrough, which is always a necessary ability, and requires good micromanagement, so that the Pershing survives. Generally spoken, heavy tanks need to be able to resist a lot of frontal attacks to allow other units to survive. The USF generally lacks heavy armor in the late game, the Pershing in its current state cannot compensate this by any means.
Pathfinder change is very good, because it counters the lack of a single USF sniper.
The RE rifle grenade change is useless, because only unexperienced players were unable to dodge it. Furthermore compared to the wehrmacht Grenadier ability this is just no match. It does barely kill when it hits and still it has a timer to explode, which makes it relatively useless in the beginning.
The M8 Greyhound is useless and adjusting his useless ability does not help. Maybe you should consider making this a vehicle between the SdKfz 221/222 and Luchs. This could be usefull as infantry counter, the ability itself does not provide enough to make it cost-effective.
The Sherman Calliope is usefull in its current state. Removing its amor and health will make it less cost-effective and not comparable with Stuka-Halftrack and Raketenwerfer. Both of Axis Rockets can easily kill many units, while driving in and out very quickly. To give Allies a similar ability it is necessary for it to survive better, because it is also slower and a bigger target.
I like the idea of improving the Sherman E8, but on large scale combat, it is still no match for a Panther, which is necessary for it to be a viable option. Maybe an increase of frontal armor would support its breakthrough ability and encourage the use of a more risky, but rewarding experience, when successfully executed.****
I don't understand why the US are receiving a nerf to the Calliope. There is no reason to reduce a tank to the durability of a truck. It costs twice as much as the German non doctrinal counterparts. It makes no sense why a slower vehicle is being made easier to kill. I also don't understand why we are increasing a USF players micro. The Rifle grenades are extemely easy to dodge and honestly dont do a ton of damage either. You folks have already made the USF micro ridiculous compared to any other faction with the 75mm howitzer and the M8 Scott. I just dont quite get why it should be so much more difficult for a USF player to have to pay attention to half of his assets and honestly learn the hotkeys to be good at it, where as every other faction in the game does not have this disadvantage. Also the Rangers have a No key description right now. The Pershing still continuing to be worse than a panther is absolutely ridiculous as well at its current price.
I think giving the Pershing a damage reduction stat in order to speed up its repairs is very confusing and not elegant game design. I would suggest simply improving the Rear Echelon repair speed a bit. This could be tied to the mine sweeper upgrade like it is for other factions.
First the ability is designed as area denial:
"We have increased the number of shells while decreasing the delay between shots to make this ability more potent at area denial. Damage has been modified to prevent instant kills on infantry while retaining high damage at the edges of the shell’s AOE."
Now are adding anti structure capability. This a step in the wrong direction.
In addition the ability cost only 25 munition more and gets 7 shell instead the 3 Gustav gets.
The ability also has extremely low friendly fire modifiers allowing troops to attack trough it.
Remove lower scatter shot
Lower cost to 200
Swap with TOT.
Increase friendly damage
Infantry commander will get an ability commander more suited to theme, Armor commander will be able to counter static targets like Pak/LeFH
The is available to early for its power level.
Replace it with a mortar barrage similar to Ostheer officer move to vet 1.
The unit has no reason to be a call-in . Still compares unfavorable to 75mm Dozer
keep the CP but make it build able from T4.
Change the auto to match other tanks:
Increase projectile speed/range to 40/AOE at 75mm HE rounds
Unit now is better vs heavily armor tank due to armor/deflection damage
At this point one should consider putting a limit to caliope at 1(2?)
WP barrage is very powerful forces retreat and long healing time. Greatly increase CD on the ability
The unit should be vulnerable to CQB while it should not be unit that is spammable. The is no indication for the critical kill property of the weapon
Cost to 240
Carbines replaced by M1 units a different profile stronger long ranger weaker close
Critical kill now a timed ability
The unit has has no reason for 3 weapon slot. The weapon change will also allow the unit to transition from AI to AT as the progress with getting an addition bazooka from 1-3 at the game progress.
Reduce slots to 2
Elite bazookas now an upgrade and does not apply to rack weapons (or they can no longer get rack bazookas)
The ability is better suited for riflemen
Ability moved to rifle company
Ability now available to riflemen instead
The ability overlap with assault engineer.
Scrap the ability add assault engineers where needed
There's probably a bug that counts de-crewing and re-crewing as creating a new unit because 95% efficiency on a single stuart with those kinds of damages is a bit odd especially since those are close to the sherman's and it got 218% despite costing more 0
The unit is very strong and has abnormally high vet bonuses for a Sherman tank.
Pop to 13-14 a pop of 12 it too low
Increase XP value to be higher than standard Sherman
Change the vet bonus to Sherman replacing the accuracy bonus with a penetration bonus
The ability does not really help riflemen.
Remove flamer and flare
Ability know allows riflemen to upgrade with:
Garand C taking up 1 slot that are more accurate at long range.
M9 A1 bazookas with better accuracy and slight increase in penetration
The ability overlap with Paras commander
Scarp the ability. Ability know replaced by AT Paras
Lower the MP price by 20 possibly CP by 1.
Unit now comes with smaller target size and 6 garands C
Can upgrade with 2 elite bazookas
Fix camo currently they are some times revealed without firing
Lower reinforcement cost
scrap destroy cover
explosives always visible now at 30 cost
The ability is superior to similar abilities
add 1-2 CP and 20-30 MU
Scrap vet and Thompson
Vehicles now can gain extra vet level.
Since aggressive airdrops are worth it and unit over laps it should be scraped.
Unite removed and replaced "observation kit"
Riflemen now have "pyrotechnic" type upgrade gaining +5 sight +5 in cover and able to call mortar barrage.
Weapon upgrade to M1 C and can now fire flares.
Improve base turret rotation lower vet bonus
Replace HAVP round with defensive smoke
Now an upgrade for RE and Riflemen instead of rack weapon, M1 C can become the rack weapon.
Now take all weapons slots.
Remove from the game
Replace either with WP rounds for Sherman and Scott or with 75mm Dozer.
Fix the CD on creeping barrage/barrage CD. It allows the unit to fire more often.
offer as an upgrade to m20 the unit would refitted moved out of the map and replaced by the M8
for a cost
Make m3 an upgrade to WC-51 unit is refitted moved out of the map and replaced by the M3
Remove the barrage from WC-51
Increase the CD of WP and Timed and/or move WP to vet 1 and remove timed delay
add two extra weapon on planes with 1 salvo with high accuracy so that ability deliver some damage consistently
increase CD on suppression fire
possibly remove elite Bazookas for less overlap with Support paras.
experiment with CP 1 as an infiltration unit set up beacon for future drops.
renamed Field Defenses
Riflemen can build fighting position and wire
RE can build mines/sandbags and gain 10% construction speed
Urban Assault Kits
Riflemen now get the fire up ability and the incendiary grenades (with reduces range/cost)
Changes to commander to better fit the theme:
PathfindersM2HB Paradrop merged into one ability now droped from beacons
ParatroopersM1 ATG Paradrop replace by a Bombing plane similar to IL-2 bombing
P-47 Rocket Strike
Assault EngineersElite Vehicle Crews replaced by an ability giving "war speed" bonus to vehiclesM10 Wolverine replaced by Easy 8105mm Dozer Sherman replaced by WC-51 similar to Ostheer Opel truck240mm Howitzer Barrage Swapped with TOT
Riflemen Field Defenses
Off Map Smoke Barrage
Riflemen Field Defenses
M1919Time On Target replaced by 240mm Howitzer Barrage
Reserve Armor (M4 dozer upgrade & 76mm Sherman) 76mm ShermanMechanized Groups (WC-51 & M3 Halftrack) Replaced by withdraw and refit ability allow to build wc-51, withdraw and refit AAHT/M20 for Greyhound, withdraw and refit Stuart for M10 Mortar HT replaced by Raid Tactics
Raid TacticsIR Pathfinders replaced by observation kitAirdropped Combat Group replaced by AT parasM8 Greyhound replaced by "155 artillery"
Easy 8 replaced by 105 dozer
Riflemen Field Defenses
Advanced Infantry Equipment (now offers M1 C/M9 A1 bazookas/rifle grenades for riflemen)Fire Up replaced by cover to cover
WP Smoke Barrage
Or one could add the defensive stance (hit the dirt) increasing far DPS as a timed ability
P47 Recon Run
P47 Strafing Run
Urban Assault Kits now provides fire up/incendiary grenades to riflemen flamer to REM4A3 Assault Package WP for Sherman/ScottRangers Assault enginnersCover to Cover Off Map Smoke Barrage
Or one could add a version of UK that target ambient builds.
Would really like to see M10 Wolverine get a buff, I never see anyone use this unit.
More health and/or superior firepower with adjusted cost would be ideal.
Suggestion for the M26 Pershing: instead of lower health and damage received, give the Pershing Veterancy 1 ability: Vehicle Self-Repair. Spend 60 munitions and the Pershing will repair itself for 15 seconds, weapons and movement disabled by this ability for the duration. Still reduces its reliance on Rear Echelon Troops for repairs.
New USF Commander Idea:
Armored Support Company
A company that puts greater emphasis on American armor
M4 Sherman "Crocodile": 0CP, 320 MP, 105 Fuel, Medium Tank available from Battalion Command Post. Armed with a powerful flame projector mounted on its turret but cannot fire its cannon. Can be upgraded with a .50 cal Pintle MG. Vehicle Crew benefit from Grenade Packages, receiving Molotov Cocktails upon research complete.
Combined Arms: infantry and vehicles coordinate with each other to provide buffs.
Time On Target Artillery: artillery barrage lands on the area within quick succession.
Allied War Machine: 10CP, 200 Munitions, for a duration, up to 2 of your light or medium USF made vehicles that have been destroyed (must be along with its crew and abandoned doesn't count) can be replaced with the same type at no cost. If the vehicle is destroyed, a unit charge is accrued and after a period, the replacement vehicle equivalent can be spawned to the battlefield if you have enough population space.
M26 Pershing: same heavy tank from Heavy Cavalry Company, but isn't affected by Allied War Machine.
I think it's important that it is the public what kind of player you are, i.e. team games or 1v1, whether you play a lot or not. Otherwise one would not recognize the writer's motives. To me, I haven't actively played 1v1 for a good 1 year. But follow the tournaments and often watch 1v1 games in spectator mode, I know the current metas. In my day I was top 100 with all factions. I still play team games with friends from time to time (4v4) so we're around the top 50. In addition, one should express my thanks to the people from the community who update, patch and balance the game. Since they are not paid for it and they sacrifice free time for it, one should not forget that. Hope my English is not too bad
With the loss of the dozer blade upgrade, the doctrine loses its usefulness as compensation I would put the mortar halftrack together with the truck in a passive ability (nobody needs the half-track vehicle to come out or stay inside anyway). Fill the empty command slot with the Phosphor Barrage from the Rifle company. Since you mostly build Shermans and then try to rush because you don't have an offmap in the doc (truck has one but usually doesn't survive that long), paks are a thread, the offmap fit in the playstyle.
Together with the buff of the bulldozer, the docs should at least be played more often in team games. So that the value is increased and maybe the doc is playable in 1v1, I would suggest a change to the M10. The M10 should be a rush tank, that means it has hardly any penetration at long range but high damage output. The M10 already has a good standard speed and the ability to do so. The damage should be around 240 (KT damage). However, since the penetration should be so small, it has to come to the side or very close in order to cause damage. So that the tank is not spammed in team games you have to increase the cost to 100 fuel and the popcap to 12 (Guideline). In addition, the tank should have 400 hit points (T70, go down with 3 shoots).This also applies to the British M10.
It looks very nice compared to the railroad artillery.
Yeah why not.
Compared to the other ability (Radio Silence, Valiant Assault, For the Motherland), the buffs are good and the ability is not too expensive.
Right direction (Sprint 1cp), reduce the cost to 10 mun and the duration to 5s, to bring the ability in line with sprint.
Heavy Cavalry Company Smoke Barrage
Yeah why not.
IR Pathfinder Barrage
Nice too see that change.
In most games you have a lot of ammunition available with the doctrine that you don't use. As one does not like to build a second echolon the Pershing should have self-repair (Okw stats). Otherwise the changes look good.
M4A3 Sherman 105mm Dozer
The changes are going in the right direction. But why not the same stats as the Brumbär? Bulldozer is bound to a Commander.You have to tech and build just like the Brumbär.
M4A3 Sherman Calliope
The change is good because you should be punished if you don't take care of the Calliope. However, the Calliope should be compared to the cost of the other rocket arty.
M4A3 Sherman E8
The changes are going in the right direction. The Easy 8 should be something like the Comet. To the changes I would add a little higher armor because it is too lightly armored compared to the Comet and Phanter (+10). Rest look nice.
M8 Greyhound Canister Shot
Yeah why not.
Mortar Half-Track WP Shells
Looks good as the cost of all flame barriers has been reduced.
P-47 Strafing Run
Yeah why not.
Pathfinders (All Variants)
Bonus against sniper is a good change a good positioning should be rewarded. In team games you often see bloobs with 3 Pathfinders. Since they have a high visibility you can see Mgs and then you can put Arty on it. Mgs are no longer used as counters. You can hardly attack this bloob with your own inf, since the Pathfinder have a high damage output both in longer range and closer range. The snipe passive ability where every model can be snipped under 50% increases their fighting strength. You also have 2 weapon slots (bars).
The damage should be reduced to close range (weaker in the early game) and a maximum of 2 squads should be available. The strategy should only allow Pathfinder to do this, but it reduces the bloob strength.
There is no reason why you shouldn't upgrade the Rangers because Thompsen are very strong or the 3 elite bazookas. But the changes are fine as they can allow for a different style of play.
Rear Echelon Rifle Grenades
Good to see that these skills are no longer a auto ability. A UI icon for the Echolon Squad would be good that you can see which squad is upgraded. In addition, you should increase the strength a little bit, but also the cooldown.
The upgrade made the Sherman extremely strong in terms of survivability. What could be very annoying, especially in 1v1. The 76 Sherman is good as it is.
Rifle Company Advanced Infantry Gear
The change with the receive accurancy is good. However, as with the Sturmpio, the flamethrower and the Mieneswipper should be possible together.
Rifle Company White Phosphorous Barrage
Yeah why not.
With the upcoming commander update i feel this is the time to say this:
USF currently doesn't have a sniper unit, the closest thing to a sniper is pathfinders. And pathfinders are commander exclusive units.
Now there are 2 artillery units in the core USF army, the mortar and the light howitzer. Occupying pretty much the same role.
I propose moving pathfinders to non-commander exclusive unit replaces the light howitzer, and make the light howizer a commander exclusive unit instead.
Some adjustments of their abilities, performance, cost may be required, for example:
Pathfinders: give them a more sniper-like role (1 man squad, one hit kill), can build beacon if you pick Airborne company, etc.
Light howitzer: give them larger aoe supression, armor piercing rounds ability, etc.
New Patch Idea seems Better. but Still I hope Reserve Armor of Mechanized Company must be Preserved as same as now.
If you Just increased Dozer blade Cost Wasn't a big Harm. but Just Deleting Harmed Diversity of USF medium tanks. and If 76mm Sherman is Less used. then Buffing 76mm Sherman was Right way. not Stealing Dozer Blade Upgrade.
Last Patch Killed WC51 'DODGE' Truck and It critically Reduced Mechanized Company's Pick Rate. and even Nerfing both combined arms and Reserve Armor? maybe no one will pick Mechanized Company.
I thought Mechanized company get nerfed its Early time and slightly buffed Late time because of its Low Jackson Use rate. but there was a Heavy Commander Killing.
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