Awww yeah, dat Dire AB. Heya.
https://docs.google.com/spreadsheets/d/1_cnUoIHumrVyzLdqjcS8yLg12amkOf2IJ51f_ji_NQY/edit?usp=sharingBasic ideas
1.) Interchange t3's: One thing I really don't like about the current AB doctrine is that the t3's do not work well together, so, I created some that I feel make for some interesting dual t3 combinations. For example, with the top and bottom t3, you get a combined -10 seconds off your drop time but also gain a number of buffs to your capping powers, and gain great buffs for quad support. If you want some nice AT buffs but also want the reduced timer, then either the top or bottom t3 with the mid t3 mix well.
2.) Top t4: For AB players who hate RR's.
Death from above is now all about hyper-aggression. The -5 second drop from the t3 along with the -10 give you AB units that drop in 15 seconds. Combine this with additional nades and +6 pop, it is all about early game aggression. One thing of note though. I made sure the entire top line HAS NO OFFENSIVE BUFFS to anything but basic infantry. Sure, you get some buffs to vehicle speed, but not damage output. NO BUFFS TO RR'S/SUPPORT WEAPONS. This top t4 is all about aggression and mixes well with spare mags and ab explosives, but is not the ideal choice for RR use.
3.) Middle line: RR love. I feel like this is the line that some people will be skeptical of. I took the current AT eagles t2 and added 10% dmg to make it into a t3 (basically rr heat rounds). I wanted to make it a t3 to prevent either the top or bottom t4 from gaining the 20% pen buff.
Tiger hunters though
, AB with 3 buffed RR's??? OK,3 RR's bad Idea, changed to modifiers vs superheavies. Look at it this way though,
If you go mid t4 you no longer have;
a. Reduced drift rate
b. Smoke cover upon drop.
c. No reduced drop times, full 30 second deployment is forced.
This way, I believe that it is fairly balanced and will prevent ab vet hunt squads dropping into smoke cover in the backlines.
4.) Bottom t4: I feel this is self explanatory and highly flavorful. It is all about AB dropping in before an enemy deployment and making an ambush. Then, once the damage is done, either getting the fuck outa dodge or pushing the advantage.
5.) Dat AB sniper: Lets face it, Sniper with AB armour and fireup that worked with cloak made for a death machine. Even so, I am nostalgic, so, The bottom t2 makes for an easily accessible sniper upgrade. Nothing super massive, but still enough for skilled hands to make a difference.
6.) AB engies: Cus ab engies are fucking awesome. Made cost 190 mp (+80) for the Airdrop and the
Death From Above synergies
7.) Spare mags buff: Gain some additional synergy with Death From Above Second thought, not needed.
8.) AP quads Phase armour has always been a counter to RR's. However, the fact that Spam of ACs/Pumas/Hotchkiss/p2's can shutdown an entire coy is not right. As such, AP quads stay but do incur a munitions cost that, though is not major in say 4-6 quads, will certainly make a dent if you run 10+
9.) AB/AB rifle cost: Stay the same. T1 unlock, same costs.
10.) Holy shit, Mortar buffs: You'll note a smoke barrage buff in
Hard n' Fast along with damage buffs in
Hit and Run Specialists. Just the t4 bonus now.
and Modified Equipment. You might be thinking, "Heymeng, 30% buff, you crazy1". Note, however, that the +10% in the t2 ONLY APPLIES TO AB MORTARS. As such, you will pay a manpower and munitions premium to get the souped up mortars. Furthermore, they are still outranged by axis mortars, so the basic meta stays the same.
Commandoshttps://docs.google.com/spreadsheets/d/1G4ReS3ZWuK6PmNgq9DOW7sTpoo6HF8Xvaxb02tpGoN8/edit?usp=sharingBasic Thoughts
1.) Tier 3 Synergy: Again, t3 synergy options is a big thing for me. In this case, there are two big things to be gained from double t3 picks. You can go for souped up officers with bonus health and better heroic charge or lit-up. Alternatively, you have a plethora of Light vehicle buffs, especially for staghounds and tets. Mobile repair brens also offer some protection while keeping mobile in what is a very fast mid doctrine line. You can also get quite a versatile CCT with the top and bottom t3's.
2.) Red Devils: What are Mandos all about? I decided it was getting into the fight and getting in fast. So, when combined with the CCT buff from the previous, Mandos can become quite dirty. I moved the -15% recieved acc buff onto the CCT for two reasons. First, extra micro of keeping the cct alive makes it harder to make use of the -15% acc buff, but it is also why I can have reason two, Give Mandos a -15% reload buff. In addition, i took a toned down Blitz lightning war to help give the mandos some light vehicle support.
3.) RAF tree: At first, it was a bit difficult to figure out a tree that ran around the idea of air support. Then, it hit me to just make it a continuation of the t3. While the t3 give a select number of LV's the ability to escape a situation while repairing, I decided that the t4 would basically do the same, but for infantry. Basically use the glider sprint aura to engage a target, then pop vehicle and mando smoke to get the fuck out. Reduced commando smoke timer to help continue these hit and run tactics.
4.) Enigma Decoded: Enigma Decoded is funny as a tree, as there are no direct combat buffs yet it could be the most powerful tree. Basically, rather than direct buffs, you are getting constant information through the massive scouting potential of your units. Units like commando snipers, piats, fireflies will always know whats coming and be able to decide how they wish to engage them. +5 pop doesn't hurt either.
5.) Mando Weapons options: Well, more options are merrier, and the munitions hike reflects the better platform. Basically, was going for an almost allied falls kind of flexibility. Instead of shrecks, piats, instead of fausts, boy-at, and riflenades are mirror.
6.) New Typhoon Since everyone seems to think the current typhoon is lackluster, I feel a slightly less powerful henschel fits right into Commandos. Two planes, but 100 dmg per hit rather than the 150 currently done by the PE version. Mainly to balance out with the ridiculous scouting abilities of
Enigma decoded (though pe get cloak kettens for their run)
7.) +15% Pen buff: Honestly, not sure if this is better in the top T4 or the middle T3. Could be moved to either location.