Or conversly, we can just give armor the assault halftracks and infantry can be overbuffed, since were just throwing around vauge implications on what giving one particular doctrine a T3 halftrack is going to turn out like.
Yes, because if this were implemented there would literally be no way it could be balanced at all. There is no way its price, pop, pool or stats could be changed in any way to make it balanced. It's not like we have a dev team and a balance team to make sure things stay fair.
please dont pretend as if you know my balance opinions better than I do Mr.ImgoingtoplaydownthePak40asmuchaspos sible.
The reason he puts down the PaK 40 so much is because it really isn't that good. If he kept using them in his company, it'd be pretty suspicious, but as it is, he'd rather get rid of the things and get his reward point back.
If you don't believe all of us, run the numbers. It really aint that great.
Armor has alternative playstyles without the need for an assault halftrack.
Currently, all the Armor trees are very similar, and don't allow for much variation at all. One tree's T3 buffs every tank's HP, one buffs every tank's accuracy, and one buffs every tank's turret rotation/reload. The differences between these three is
not play style changing. The T4s are a bit more varied, but still not enough to custom tailor your company/gameplay to.
And besides, there are already some infantry support abilities in the game, so the devs think it's a good idea, too.
Why not:
Mechanized Infantry Support
T1 - Mechanized Columns: All Jeeps and Halftracks (including those carrying infantry) arrive 50% faster, and gain 10% HP.
T2 - Small Arms Support: All Jeep and HT weapons gain +15% damage and suppression. All infantry within 25m of a HT recover abilities 50% faster, and -10% cooldown/reload. All infantry can build defenses 33% faster. Jeeps and Snipers gain the Mark Target ability.
T3 - Calling It In: All vehicles within 35m of infantry gain +20% accuracy, all infantry within 35m of vehicles (except Jeeps) gain +30% accuracy. All vehicles within 35m of infantry gain +20% max speed/accel/decel, and are not slowed by terrain.
T4 - Mobile Cover: All infantry within 15m of tanks take 20% less damage and 40% less suppression, gain +10% accuracy, and move with +1 speed. Nearby infantry grant the tank +7.5m sight. Halftracks and armored cars can cap and hold territory.
Unlocks:
T1 - Ambush Tactics: Engineers can build roadblocks; Riflemen and Engineers can place vehicle slow mines.
T1 - Specialized Vehicles: Assault Halftrack and T17 armored car unlocked for purchase.
It lacks the polish and balance of a finalized doctrine, but the premise would be 100% viable as a doctrine tree.
The buffs it gives encourage the use of all types of units and abilities. It does nothing to encourage the spam of any one unit, and promotes a mixed force of close support infantry, multi-purposed vehicles, and spearhead armor.