Huh? vCoH was all about the Americans early game advantage into the Wehrmacht late game advantage. Then OPF came out and we got the British with their weak early and strong late, and Panzer Elite which was a really weird faction and their advantages depended on what you unlocked.
This is not true.Even earlygame volks in cover at long range could counter rifles .BARS gave rifles big advantage,but vet 2 purchase could level field for grens.There were minimal bullshit 1 shot squadwipes except from heavy artillery.
Here from the start rifles will roflstomp you regardless of cover or range.....
I really miss those classic 1 vs 1 at angoville or fun mega 4 vs 4 at montargis. |
Tommies have same absurd vet. Meanwhile volks, sturmpioneers and grenadiers are crying in a corner.
The funny thing is diff between grenadiers and riflemen is justified by 40 mp diff so they 'should lose at all ranges'.
However same 40 mp difference between strumpios and rifles is different story.Sturmpio needed nerf into a state where volks defenceless vs rifle horde.
Allied fanboy logic. |
Resource conversion/salvage exists for a reason.
It's ultimately an advantage, if you use it properly. Go ahead and play a mod that gives OKW standard resource income and changes nothing else and see how fun that is.
As for vet 4/5, I wouldn't mind if some units had their requirements tweaked but I definitely don't want it removed or made too easy. Vet 4/5 are regular occurrences in longer games just fine.
If you're not building the mechanized command and using resource conversion, you are gimping yourself. Unfortunately the metagame right now is BHQ--> Panzer so that's why you feel gimped on money.
Instead of homogenizing OKW, try playing a few games with proper usage of conversion and salvage. You'll notice the difference right away.
Neither the vaunted conversion or salvage(both of which are joke tbh) will stop the allied blob horde of doom from overrunning you. |
USF players currently -
P.S - But seriously,u created an account to start this thread? |
You're right, my mistake, it was angrykitten.
Apologies.
Proceed with the spam.
Apology accepted,commissar katitof.Will do. |
Coh was originally designed as a game where all factions were balanced across all moments of the game. That is the best way to balance factions with wildly different unit compositions.
The idea was basically to have all factions with equal 'power' at all times, but with the aggressive advantage going to one side and the defensive advantage to the other for each game 'phase'.
Unfortunatly, with COH2, this design base was never solidified, and the game devolved into straight advantages for certain factions at certain times (okw, usf, ukf). The vanilla factions became purely defensive (ost) or offensive based with all the shock units (sovs).
Because of this issue, the game has become impossible to balance in the traditional coh way, due to the fact that both sides have advantages all over the place.
Short of perfect balance in terms of unit power with their cost, the game will always have balance issues, and even with perfect unit balance, some factions will still have the advantage based off of their ability to field "shock units" that give them the initiative (soviet t3, usf midgame).
I really don't know any simple solution to this besides a radical redesign of all factions, and since that is impossible, I also don't forsee balance ever really being perfect.
Not to say they shouldn't try, but i don't expect the game to become well balanced in any short range timeframe, especially when we have new factions and commanders arriving, and most certainly not with the synergies available in teamgames.
Bravo,very well said. |
"I won't be making anymore threads"
-ostherlitz 05.11.2015
When did i say that?Anyway couldn't answer the main question so resorted to personal needling? |
This is lategame wehrmacht,thats why defensive.
Problem with coh2 wehr currently is at no point in the game can it bring out a true shock unit,its reacting whole game.
The infantry problem lategame is also blobbing.This RE with 1919 owning stuff is disgusting to watch. |
The abilities are useless if u can't get to them regularly.
OKW design feature made vet a HUGE thing -enough in part to warrant such a crippling penalty.The reward should be commensurate with the drawback. |
An that may as well be the case. What I say, is to fix the most important issue first, and then see whether the rifles are still problematic. The problems are interconnected, so it's safer to fix them one by one.
Riflemen didn't need the lategame vet buff.If u wanted to fix lategame rifle MP bleed easy way was to give an upgrade in HQ after atleast 2 tiers built that would decrease rifle upkeep a little or reduce reinforce cost a bit.So earlygame remained same,but lategame bleed eliminated.
Instead they broke the infantry balance completely with uber vet bonuses now dodging bullets. |