TheWise
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Felinewolfie 25 Dec, 2014 @ 11:12pm 
1) free repair bay too strong :) 2) Consider making it at Hq instead 3) Consider 2 upgrades at HQ for medics. One for 3, one for 6 4) What think of idea to change soviet vet to 2 vet instead (with the first one to vet becoming a hero with +1 vet aura) with option to upgrade soviet units who vetted to higher tier (conscripts become strelski, penals become strelski, who can then upgrade to guards)(PTRD an option, not a must) /// OKW volkstruppen - No Panershreks. Give them panzerfaust instead - historical, even /// Camo to StuIIIG /
- General idea of upgrade system is that it gives initial advantage to german (I nerf soviets early game), but while german advantage is pop superiority/survivability, soviet advantage is replaceability, hero, and upgradability. And giving late game advantage to the soviets.
Which gives a chance to German, makes them happy (blow stuff up, yay), yet removes the
late game invicibility of germans and makes Soviets completely steam-roll them in the end.
TheWise 25 Dec, 2014 @ 9:37pm 
Let's consider - making it non-doc was an experiment :-)) Afterwards I started to realize, that too much commanders tend to become irrelevant (while some others are fixed - like ones using Guards or Partisans, for instance. That's besides the general pathetic situation with most of Soviet commanders)
Felinewolfie 25 Dec, 2014 @ 2:53pm 
- It used to be a core ability, then when I played it was doctrinal. / I was saying while it is fun, it was waay too powerful, making it a core ability.
TheWise 25 Dec, 2014 @ 3:30am 
Didn't I make it doctrinal again? At least I remember such my actions.
Felinewolfie 25 Dec, 2014 @ 2:19am 
Annnd, yes. While Repair bay is fun, it is way too strong. Sadly enough. (Soviets)