Jump back to quoted post12 Apr 2016, 15:40 PMbroodwarjc
-Seek help in forums rather than whine and declare nerf/hack when you are brand new to the forums.
-I didn't elect you to be my voice and I am sure the thousands of other COH2 players didn't either.
Pretty much this. There's a lot of things you suggest that is over the top and hardly something I can find myself backing up.
Also, in regards of your suggestions, I will list my opinions on them. I don't agree with a lot of the things you assume we are complaining about. You don't eve have statistics to back up that we are all complaining about it.
- Reduce their starting MP.
They don't start off with an amassing army of doom. What is the appropriate amount? Should they be 1 to 2 out-manned by Allies so there's no potential early game for them at all? They don't even start with HMG to stop blobs. Income is what you might want to focus on but that's hardly something worth validating since manpower income limitation sounds like a terrible thing to balance.
- Inc nades animation time increased.
- All free goodies should require separate teching
- SHreck stat profile mirrored from zook or swapped with PzB altogether.
Yeah, it's a pretty stronk nade but the price is quite high up there. Every nade tossed is half the time they could be stocking up for schrecks instead. Instead of having to complain about these, may as well just suggest to revert back to an agreeable reduction for fuel and ammunition income so the choice of either spamming nades or getting shrecks fall into consideration.
- Sturmpioneers cost changes (Including reinf) reverted.
They're not incredibly powerful units, mind you. Reinforcement time makes it a rather timely business to bring back to health and the notorious four man model means quick dps drop off as soon as one or two model drops.They only perform well if you give them a chance to flank, which may create the illusion that they over perform. The squad price is also enough compensation if any for their efficiency.
- Kubelwagon capping ability removed and the lmg34 stats improved, adding a fuel cost
So you want to go back to the glorious age where you can drive kubels to cut off points as soon as the game starts so allies can't even have a start game? Or do you want an early vehicle that ignores suppression and can deal significant damage in return? I'd much rather just fight a flimsy car that can capture. One mine or a good focus fire means 240 manpower down the drain.