The benefit is certainly highest on low xp units. since all ur units will be 0 xp at the start, this is the max efficient that hero gets. My reasoning to put it in weak is that u cannot afford to buy all strong heros early campaign since u lack the prestige to do so.DefiantXYX wrote: ↑Fri Apr 21, 2023 6:55 am weak:
FastLearner ==> It is a "medium" hero. The longer the campaign is the harder it is to build up new units. This hero helps a lot, especially in training scenarios. And it helps units who get experience slowly.
Since i have a tendency to keep my prototypes out of harms way i rarely have field repairs on them. i usually have them on heavy artillerie or big AA guns, since the prestige gain is the highest here.DefiantXYX wrote: ↑Fri Apr 21, 2023 6:55 am FieldRepairs ==> at least medium hero. Only chance to keep prototypes in game when you run out of stock. It also saves you prestige. This hero gets stronger >1942...
FirstAid ==> useless hero, you cant compare it with field repairs imo. Infantry has more hp and is cheaper to repair.
While i agree that first aid generates less prestige per use, my infantry tends to take more losses than any other unit, maybe except air recons. thus the gain is less per use but more often. hard to say which is more effective, but i disagree with the useless. especially 41+ when SdKfz are around refilling inf that got a beating gets expensive. When pressed for prestige, moving the infantry to a supply hex to remove the transport before refilling might be a thing.
I agree on the survivor. I´ll move it up one category.DefiantXYX wrote: ↑Fri Apr 21, 2023 6:55 am NoSurrender ==> medium hero. Depends on the situation but can be extremly useful. Nothing is more annoying than losing a unit because of suppression.
Survivor ==> medium hero. You can get this as an awards, but as long as you dont abuse tactics to get these rewards this hero is very useful for some heroes. All my recons get a survivor if possible.
CounterBattery ==> maybe medium hero. It helps your guns to get awards and sometimes it is enough that the AI wont fire on you.
the plus 3 str works on evry attack. makes sense on units that have a weak attack stat. one easy example is self proppeled AT guns that tend to get raped by towed AT-guns. this hero changes that a bit.DefiantXYX wrote: ↑Fri Apr 21, 2023 6:55 am mediocre:
AggressiveCounterattack ==> I have never noticed a difference with this hero, for me almost useless
AimingAssistance ==> weak hero. Better in the early years of the war. You have to put the unit in the right location, can be annoying.
AimingAssistance is like the only decent way to get experience on fighter planes, but i agree that it´s more usefull early war than late. i´ll move it down 1 category to make it better available early war.
i totaly disagree on that one.DefiantXYX wrote: ↑Fri Apr 21, 2023 6:55 am FastRebase ==> weak hero. Most of you the time you wont use it or you can simply play around it.
Fearsome reputation is like an additional artillerie strike on the unit. I usually move evrything into position next to a town i want to attack and then take it next turn. The fearsome reputation tends to be on recons before 41 and on StuGIIIb after.DefiantXYX wrote: ↑Fri Apr 21, 2023 6:55 am FearsomeReputation ==> just weak
FlagKiller ==> weak/useless. Your units has to be in the right position at the right time. Only might work a few times in a scenario.
The FlagKiller is very helpfull on Infantry and StrategicBombers, especially early war u can make 1 slot bomber very effective with Flag Killer.
Leadership is a good hero on units supporting tanks and planes since initiative playes a big role in their fights. I often have it on AT-guns.DefiantXYX wrote: ↑Fri Apr 21, 2023 6:55 am Leadership ==> weak
Readiness ==> depends on your playstyle, maybe even strong. Extremly good on fighters on infantry, only way to hold ground vs multiple inf.
EntKiller4 ==> weak. Often without any effect and only useful on some units.
I agree that readiness is very strong but i didn´t want to put first strike and readiness in the same category, thats why it ended up in mediocre.
i agree that entkiller2 is kinda useless but 4 is another matter. killing off 4 entrenchment is a lot and with this hero some unit types become a lot more usefull, eq tactical bombers.
I disagree on the 2 support heros. with those added a decent defense becomes untouchable, making even an AI set to agressive stay away.DefiantXYX wrote: ↑Fri Apr 21, 2023 6:55 am strong:
ArtySupport ==> useful, but just medium.
ATSupport ==> a bit stronger that artysupport, but also just medium.
DoubleMove ==> medium. only useful for some units in some cases. No hero I like to get.
FastDeployment ==> medium
LightningAttack ==> not always necessary but very useful; just medium imo
PhasedMovement ==> medium; dont think you really need that on other units than recons
Legendary ==> prestige is always good, but just medium; wasted slot on your units who has to do the work
ZeroSlots ==> maybe not4u, should be restricted to superheroes. This hero can be like +10% more core slots, thats just to good. If you assign this hero you cant assign another hero. Is a limitation like this possible?
i agree on the double move, i´ll move it down one category.
FastDeployment turns any towed unit into a self propelled one. Self propelled 21cm or 8.8cm? Infantry that can attack after moving 12 hexes on a road with SdKfz 250? strong shit
ZeroSlots is still a problem to me when it comes to balancing the scenarios. When i do a playthrough to test balance i always ditch zero slots and replace them by a random new one, since those extra slots can make a big diffrence. especially early game when core slots are low.
Since i need to put the script in any scenario anyways i could add a restriction method that prevents certain heros or even all heros from exceeding a certain threshold. that might be a nice idea u set into my mind there.
This would also deal with the "Oh noes, not that one again i already have 1124378164 of it" dilemma.
something else i could do is remove the ZeroSlot hero from the first 2-3 campaigns and put it in the pool once scenarios start to have 100+ core slots. Maybe someone else comes up with an even better idea for this one.
OnTheRoll on a steamroller tank with overstrength? no sirDefiantXYX wrote: ↑Fri Apr 21, 2023 6:55 am not4u:
OnTheRoll ==> why not? Could be interesting, I dont think it might be too strong.
Prudent ==> why not?
Prudent makes units unkillable. an overstrength osttruppen will have 30 something def in all categories when beaten up enough
sers,
Thomas





