Stormpios have a popcap of 9. Pios & CE have a popcap of 5 , RE of 4 - they all get + 50 % repair speed on vet 2, Stormpios get +25 & on 3.
So for every stormpio squad you can basically get 2 Pio,Re,Ce squads. This comes with more capping power/harassing power but that's not the discussion here.
Reaching vet 3 with a Stormpio squad takes some time and is usually not achievable till late game, if you manage to keep them alive.
If you haven't noticed, every Squad has unique abilities, Pios can lay down s-mine fields and teller mines, CE can lay down bombs and RE can lay down non-doctrinal tanktraps + shout grenades out of their fighting postions.
And storm pios can repair due an upgrade faster + stun grenade at vet 3.
Now OKW needs to repair their tanks faster because, as one king tiger usually faces 2 IS-2s. So you need to be quick back into comeback because in late game you hardly ever have other tanks if you save for heavy tanks. You are always outnumbered in an equal match by vehicles, however you have the asset of being able to repair faster.
Another aspect you seem to forget is that the OKW trucks need frequent repairs if placed even slightly outside the base. Repairing them takes time, thus decrease cap & combat power & map presence, if this time is increased (due longer repairs) you nerf therefore not just repairs, but also map presence and the numbers of engagement you gonna face, as Storm Pios are main combat troops.
So if you nerf the repair speed, nobody would place their trucks outside the base, because it becomes even riskier, thus you take away a core feature of the OKW - truck emplacements over the whole map.
Engis/Pios repair with 1,4 health per sec, while Sturmpios repair with 2 health per sec. RE repair with 2 health per sec.
So you see 2 Pios/engis = 1 Sturmpio. Taking the popcap into account that's totally fine.
These are the reasons why I consider the different repairing speed as asymmetrical balance. It should not be nerfed.
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this thread reminds me of 4chan, where people write wrong fundamental mathemaical things to troll people. Why do you do that romeo?
0,66*1,5 = 1
0,66*1,33 = 0,87
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You can also get a Stuka fairly early compared to the Kat and Panzerwerfer.
By that you delay greatly your tanks, obers and counters to shock or airbornes.
Early stuka is something only needed in case of heavy maxim spam or medic house spamfest by a soviet player.
Against skilled opponents it's not that useful since they even can move their team weapons in time. |
Best advice so far. It is just boring abusive strategy which on some maps is just unbeatable unless you are playing against noobs or the enemy player is just too unlucky.
No it's definitely beatable, it's a very risky strategy that leaves you counterable to said strategics in the first minutes of the game.
High risk, high reward - I won and lost against enough top 100 players that used this strategy.
Few times people even ragequit if you kill their 2-3 snipers before you reach the 10 minute mark. |
Following your logic, axis sniper should also be little bit more expensive, due to better killing power and camo.
And 90mp for reinforcing sniper IS hurting.
The German sniper reinforces for 360mp. So compared to 90, it's not hurting. If you go heavy sniper you don't really bleed mp a lot. |
German mortar boom - squad wiped
Bundle nade boom - squad wiped
Panzer 4 boom - squad wiped
Tiger 1 & 2 boom - squad wiped
Stuka boom - squad wiped
Boobytrap boom - squad wiped
Luchs boom - squad wiped |
That is the point. Since the Russian sniper are two guys, they should be little bit more expensive due to better surviveability and on the other hand, if one guy get caught, it should be really hurting in the manpower with maybe 200MP for a replacement.
The soviet sniper has a higher durability because the soviets are designed around that.
The german sniper has the higher dmg output and cloaks faster, but due 1 person really micro intensive. However if you have the micro you stack up more kills then soviet snipers. |
I also asked myself this question in the past.
The only early game solution I found for this:
As Ostheer:
Use shoot blockers and try to avoid giving your enemy kills in order to delay guards at two cp.
Rush for a scout car. If you are lucky 2 cp are not yet unlocked and the snipers are defenseless.
If there are guards, try using 2 or even 3 scout cars. But don't let your enemy know that you have them. Because usually just one or two guards are on the map, you need to catch the enemy by surprise
2 upgraded scout cars easily wipe guard squads thus leaving snipers undefended, even in the base.
The easiest way is to countersnipe, if you have the micro. Since you cloak faster the numbers are on you side, it just requires good Micro and baiting. Once reaching vet 1 you can one shot snipers.
Osttruppen also counterc sniper in a soft way to a degree leaving you with map control for a Ostwind. |
Is it December 2013 again? If you want to whine about the Tiger Ace, you come far too late.
I'm sorry about the game you lost... Next time use mines. |
More than any new units, dlcs and balance patches I wish that they finally get out a optimization patch that let's us run the game smoothly. Since launch the performance had become worse and worse |