I think too many people take this game too serious.
Bugs are more frustrating than any balance issues some guys of you are imagining.
Moreover Relic has released quite some content in 2014 and showed that they continue and support a game that was released in 2013.
I remember games that were released and then forgotten by their developers because the next project is starting.
Just whine less... it makes you look like Kindergarten children.
Don't forget its fire radius is higher than it should be.
I think that hq should be only AT to protect okw vs medium tanks at mid game. Its AI should be weaker and no longer suppress infantry.
It's radius was buffed endless patches ago, thy circle that indicates the range just never got adjusted.
but that's okay, you wouldn't realise the inpact that snipers have in the game because 'you honestly hate snipers'
when was the last time you saw a pathfinder squad proc a quick kill? i personally have never seen their mechanic work, they get kills because they shoot at squads until they die... just like 98% of all infantry in the game, barring the ostheer sniper and the sov sniper....
"undetectable glass mines" god dammit, that doesn't sound unfair at all...
Have you ever used BARs on pathfinders? You would be surprised how effective they are. Snipers just shit over all the coh2 mechanics which focus on cover and units positioning. Sniper battles in COH1 were boring as fuck and pretty stupid because sometimes: lose your sniper = gg.
How narrowminded you have to be in order to call something op that is not even in game. I guess soviet flares are op and unfair as well?
It's really childish to call people noobs just because they disagree with you.
I honestly hate snipers and I'm happy relic implemented them in a very good way with Pathfinders and jäger light infantry in the new factions.
Secondly I have to disagree with concerning mines. S mine fields are a good area denying tool and reliably wipe squads if placed correctly.
Honestly I'm against copy paste abilities to every faction. Found it stupid of relic to give okw exactly the same mine Soviets have instead of trying out something new like eg undetectable glass mines.
Because then they would be nearly the same as Ostheer.
one schreck one sturmpios would be enough. This way you couldn't spam it(unless you can allow high mp bleed) and you need combined arms with mines and raketenwerfer - that fits the spirit of coh.
Shrecks should definitely be removed from volks. Volks should then get Pzfausts + AI upgrade as replacement.
Sturmpios get a double shreck upgrade for 120MU.
Volks/Ober blobs gone. Problem solved.
Only in our dreams. Sturmpios once were the squad with the panzerschreck, if you pick up a schreck with a sturmpio squad there are audio files for that.
I don't know why relic changed that, it seems so much better.
Not the super fast paratroopers but the infinite suppression ones.
"Fallsbusters are here!"
Fallsbuster...
If there's somethin' strange popping out in your neighbourhood
Who ya gonna call (fallsbusters)
If it's somehow OP an it will wipe your retreating squad
Who ya gonna call (fallsbusters)
The canister shot definately needs no nerf and needs to stay as deadly as it is, simply to discourage blobbing. You take that commander for the greyhound and the IR Pathfinders. Nerf the greyhound and you will never see this commander again.
In your calculation you don't take the decreased fuel income into account which has a major impact on the whole faction.
All your pricing must be multiplied by 1,5 since okw has a 66 % fuel income.
On the other hand that means okw is the faction that starts with the most fuel (60) and indeed OKW can field a panther about 3-4 minutes later then a sherman but then again, the decreased fuel income will make the next panther hit the field when the usf player can afford 2-3 additional tanks.
Additionally this means any light vehicle a okw player deploys has a higher impact on the economy than a t70 or stuart because the delay it causes to needed tanks in late game is higher, means its riskier for okw player to deploy a light vehicle, but then again the whole faction was designed around the high risk, high reward aspect.