The current AB is kinda bad. What's been thrown around is stuff like "AB doesn't need buffs" - Leophone - and I know spinn72 puked up some similar stuff (too lazy to dig up the posts). Not to shit on anyone's parade but I don't see why if the base unlocked units are balanced they should not get comparably good
combat buffs to the other doctrines. Right now the entire doctrine seems like it was deathly scared of giving the paratrooper doctrine more traditional stat buffs.
So what's airborne supposed to be about? Well first of all I think AB has a strong history regarding it's supposed "theme" and I would like to point these out early. Some of it is based on how AB has been before.
- Strategic deployment through airdropping units
- A strong infantry focus
- The Hit & run factor of RR's
- The introduction of a elite AI infantry for AB (now more or less crapped on)
- Little armor focus
- Little light vehicle focus
- More "elite" support teams - something that was introduced later
- No artillery
- The best american offmaps
- Temporary buffs, "Raid" type of benefits to your units
I understand we have these doctrine guidelines, but are they intended to make airborne a split between ab's "core values" and armor doctrine? That can't be what they try to achieve.
T4 changes suggestionsAerial Supremacy-Airborne riflemen should receive +20 hp per man to match regular AB squads. Pure AB armor alone is not much of a buff as we know from the bottom T3 of luft which seems stronger than this entire T4.
-Offmaps fired into fog of war is kinda dumb. Why would you fire on something you dont know is there? How about this T4 giving more line of sight, like +10 to all infantry squads. Reflecting their superior airspace and ability to have planes spotting for them, yada yada.
- Airborne medic and support team buffs for this one is otherwise fine.
Night RaidKind of "okay-meme.jpg" buffs, but if "Gilly Suits" got removed I have to say that theres no way to play a themed "stealthy ab". I would suggest the ditching of the cloak in cover which we already have for luft and add something else.
Alternatively, it could be kept and the T4 could be reworked to be more in line with this.
I would think it aclever and fun idea if it was possible to remove the paratrooper icon showing up on the minimap, and having the AB drop cloaked. Once they finish dropping they should receive a temporary buff, much like raid assault. Night Raid should be the ninja flank assault T4. I'm thinking a max health buff that lasts for a minute, a small reload modiifer (0.
Would make this T4 really fun to play with.
Death from aboveThis t4 kind of suggests to use airborne with the lmg's as a AI unit. However this necessitates using cover to fire the stationary-only lmg. I would suggest that a compensation for the AB armor then becoming useless with a bonus to using cover equal to the benefit of being on the move with ab armor. It should of course only apply in cover and not make them even harder to hit and damage on the move.
T3 changes suggestionsSecured Landing ZonesIf you look at luftwaffe top T4, it gets the boss buff of -15 deploy time on top of some pretty serious accuracy buffs. Look at top t4 and top t3 for luft, and compare to AB's. Pretty shitty how AB ends up looking, huh?
The light vehicle buff seems out of place here. I don't like it enough. If its supposed to help players have their armored vehicles up to the front fast to help it should also apply to their tanks.
#1 change would be extending it to all tanks as well. I would probably go as far as 33% seeing as it only last for 30 seconds. Keep in mind its not supposed to suck on the larger 4v4 maps. Yeah tanks will be fast on RTC, but I dont really see the problem with that.
Airborne overheadWhile apparently it looks like this thing gives a lot of buffs, it doesn't really add up to that much. Luftwaffe players are grabbing the T1 60s early deployment regardless of doctrine builds since its a T1 which everyone gets all of.
Add in some small combat buff here.
Covered Operations The territory buff here is the problem. Unless playing traditionally with moving up from spawn, this isn't going to get used very often.
T1, T2sGenerally I like these.
Eagles nest is great for a T2. I would like if the +5 range applied to normal cover as well as this T2 would be a great pick to counter-act the forced mobility of AB, allowing for AB to sometimes "hole up" and ambush tanks etc. Trench cover doesn't make sense, AB can't even build them!
Other suggestionsI think it would be great if AB riflemen actually became 100% "paradropped riflemen" while the AB squad was the "elite" infantry unit. Meaning that AB would have this maximum range of options available to them:
Bars
Lmg
RR
Grenade
Satchel
Depending on what you unlock. Specialize them in what you want.
AB = Elite
AB "Rifles" = Just rifles, that paradrop
Airborne riflemen should be just be Disposable rifles. 200 mp with same vet and weapon options as rifles. Same prices. I dont think its neccessary to even have them as a "separate" unit. Just let whatever buffs planned to affect ab rifles, affect riflemen. Make airborne be the doctrine that allows you to paradrop riflemen. Replace the bottom T1 with "rifles now paradrop".
I would also like paradropped engineers to be added using the same general approach to it as the ab rifles above.
Most important issue:Lack of combat buffs for their infantry compared to other doctrines.