SEVEN GAMES: 33m, 25m, 41m, 56m, 33m, 11m, 36m for a total of 235m; average 33.57m
ONE WAR SPOIL: new bulletin "Live and Learn" (USF)
TWO GAMES: 34m, 22m for a total of 56m; average 28m
ONE WAR SPOIL: duplicate bulletin "Love my Turbocharger" (OKW)
SIX GAMES: 35m, 30m, 35m, 39m, 18m, 34m for a total of 191m; average 31.83m
ONE WAR SPOIL: new bulletin "Lead Your Target" (OKW)
TEN GAMES: 37m, 31m, 30m, 29m, 35m, 37m, 35m, 26m, 45m, 47m for a total of 352m; average 35.1m
ONE WAR SPOIL: duplicate bulletin "Panzer 4 Specialist" (Ost)
FIVE GAMES: 30m, 30m, 42m, 43m, 46m for a total of 191m; average 38.2m
ONE WAR SPOIL: new bulletin "Point and Click" (RU)
THREE GAMES 29m, 26m, 25m for a total of 80m; average 26.67m
ONE WAR SPOIL: new bulletin "Hold Still!" (OKW)
In this reply, summary data is:
-33 games
-6 drop occurrences
-6 actual spoils; 4 new, 2 duplicates
-total time 1105 minutes/ 18.41 hours, equivalent to uninterrupted gameplay time of 18 hours, 25 minutes, 0 seconds
With this recent number of games, the average drop occurrence (1105/6) is 184.16m, or 3 hours, 4 minutes, 10 seconds between drops.
Outliers: shortest time between drops was 56m, longest time 352m or 5.867h. |
Several things to consider:
-XP is only gained if damage is inflicted. This means that units like HMGs and Mortars will only gain XP if they damage or kill targets, not of they contributed in, say, suppressing a target or even absorbing damage taken from the enemy; units that TAKE tons of damage won't gain experience, not unless they were also giving it in the meantime.
- Since XP is related to damage dealt and no other factos, naturally units that fire slowly like barraging units will take forever to level up, and given their relative durability, means that more often you are either building more of the units because of losses or recrewing weapons because they get squad wiped.
-For many units the vet abilities and bonuses suck so the effort needed to preserve them is not considered worth it. I'm not going to prefer microing my T-34 over my other units if the reward is to just be able to capture points with the T-34.
-No synergy in XP gain from things like nearby units (with sole exception to USF officers) or doctrinal abilities or even mines; engineers don't gain XP for blowing up Tigers with mines, at least not since the last time I read up on that. And even if that's not true, the cost of a unit and munitions plus micro to create that scenario isn't worth the XP that would be gained.
-Unlike CoH1, which utilized FOUR different ways of veterancy, this game only has one. British units didn't gain veterancy but the officer units did, and gave large bonuses. Panzer Elite had shared XP, Wehrmacht bought their veterancy, and Americans use the classic kill-for-xp system. CoH2 uses only the US system and applies it to everyone. |
Vet2 giving a fifth guy is okay, especially since it's the same as RETs. Thompsons I don't know, they already seem okay, they should just buff their grease guns instead, especially since they have anti-cover flamethrower as upgrade.
IMO grenades or even double flamethrowers might be more useful to boost their capability; but we should first decide just what the Assault Engineer unit is really for. |
You never really played ToW, did you?
There is a whole tech structure made for 1941 already present in game together with at least 3 doctrines balanced around that specific time period.
No not really. And I;m not about to go buy the packs just to see if you're right.
And that also sounds terrible. It's not like we have Panzer IIIs in this game, which was the most prevalent medium tank for Germany in 1941. Trying to make a 1941 era faction layout in this game is like trying to make apple pie with nothing but apples.
No, I am trying to make a concept of a coherent and unique 1941 faction without being lazy and I already have a mod so if I do end up turning these concepts to a mod, it won't be any time soon.
It's not going to be possible in terms of making a mod unless you actually make 1941-era units, because there simply isn't enough to be found in this game. The closest to a Panther in 1941 would be a Panzer4, and that's pretty much the only medium tank for Ostheer. A 1941 mod with just Panzer 4s is like a USF army design without any Sherman tanks. |
Well, what would Stormtroopers do then?
The problem is, as made evident by Paras, long range power is far easier to use and far more stackable than close range power, and as such people pick the former most of the time. The MP40s would need be pretty dang good if they are to compete with LMG34.
Ostheer is designed around 1943, it is therefore impossible to just "tweak" it to 1941 conventions without major revisions (re no longer a tweak but an overhaul).
More importantly, a 1941 variant of Ostheer would make it offensive oriented which is the complete opposite of how it's designed to be. Your idea of replacing 1943 materials with pretty much anything else (replacing a heavy tank with smoke pots? lol) that would still exist in 1941 is frankly just trying to fill gaps with anything rather than what's appropriate.
Just admit that you're really just trying to do a 1941 mod incorporating your own ideas. Otherwise you'd just have Grenadiers have LMG34, and Panzergrenadiers with the AT Rifles. You know, exactly how they did in Theatre of War scenarios.
And of course the prevalence of 1943 units in both doctrinal and core unit roster makes the endeavour impossible to begin with, especially since you're limiting yourself to the 1943 era-specific roster of existing units. The only thing in 1941 that had 88mm firepower was an anti-aircraft emplacement. |
1) All units after upgrade may retreat to FHQ. Poor design gives advatage on big maps. I don't mind about healing.
2) Schwerer panzer building still shoting at the planes. (Get AA halftrack for that as all other factions).
3) Schwerer panzer building shoots very far and secures territory for huge amount of time (untile tanks arrive).
4) Sturmpios repair vehicals very fast
5) Volksgrens has increased vision with = poor design.
6) Jagdpanzer has rotates fast sees far moves fast = poor design ( no need support)
that's it other stuff is ok for me now
1) You can't control where the units assemble, and unless you situate the FHQ in a very advantageous place (which is not always possible), the FHQ itself can become a deathtrap for the men, especially if you;re bombarding it with artillery or have an MG keeping them pinned. They DO give an advantage in larger maps, but Relic designs the game around small team and small maps.
2) They are supposed to be shooting at planes. I do however think the player should toggle between ground and air, many times I preferred one while it's doing the other and I have no control over it.
3) It is powerful but also not very durable. Once you get sight of it you can attack with AT guns and such, though it does require sacrificing a unit since it's gun will suppress infantry and most vehicles you have won't last long. USF really needs some more recon capabilities.
4) Sturms are expensive and to repair very fast you need to upgrade for the minesweeper kit. They are also very vulnerable when repairing, most games I play they can get wiped en masse if the enemy manages a shot at the general area of where they are.
5) Increased vision compared to what?
6) I don't use it enough to have a comment, I personally find it too high a fuel drain; by the time I have the resources for it I've either been given the choice of it or deploying Schwere HQ or already got the HQ set up and waiting for Panther, which costs a little more. |
I think a good compromise is to somwhow reduce the "blob" block that wrecks give to sight. It's not like a smoke wreck is spewing a smokescreen, smoke from burning wrecks goes upwards. |
Perhaps a "scaled" manpower income for OKW? The more tiers you build the higher your MP income. Eventually you have to build all of them anyways (if not for KT) so it's inevitable that OKW players will just have all tiers built. But this would influence players' strategy: more infantry blobbing means more trucks deployed sooner rather than later (and strategically).
The existence of vehicle alternatives would also encourage players to resort to vehicles instead of spamming infantry. Of course the price for vehicles would have to be adjusted, at least for the MP side. ATM the vehicles are massive mp AND fuel hogs so OKW players have plenty of reason to not play with vehicles until that KT or Panther arrives.
So what might happen then is that OKW starts off with a lower MP income than other factions, but progressively get more as they deploy trucks. They'll never really float MP anymore because the income is just not there until the next truck has arrived. The economy scales as the trucks are deployed, perhaps permanently so the penalties are not unforgiving if the OKW player suffers a few setbacks. By the time they have their max income rate, they're probably already trying to save up for KT or using it for an Obersoldaten squad.
There could also be doctrinal abilities like Soviet Industry where munitions or fuel income is gained in exchange for decreased MP income.
Hell it could just be another toggle option for the mechanized truck, where it just accelerates your other resource income by spending your manpower instead of going into another Volks squad.
Another idea would work a bit like Redistribute Resources, but instead of an instant buy, in exchange for an immediate manpower cost your munitions/fuel rate is increased slightly for a duration. I much prefer a Panther or KT in place of Volks or Obers by the time I have the flak truck HQ deployed. As-is, I have no choice besides sit around do nothing because blobbing is so evil, or blobbing to maintain my economic position.
Yet another idea is to simply revamp the resource conversion- instead of juggling between muni or fuel, it's juggling manpower for these two resources, one or the other or both. You're exchanging your manpower income for an increased income for these resources, which is always at a premium for OKW. I prefer fighting with a few Volks with panzerschrecks than several Volks without them. |
I wouldn't even mind them if they had something like a decreased income rate or a long cooldown time. But they don't, they're instant conversion with no real tradeoff. |
This is one very good map. It's small enough that you rarely feel like you're fighting by yourself- unless the enemy is smart and cuts you off, or teammates are too preoccupied or just too dumb to notice. At the same time it's openness allows gaps to flank your defensive position...but also opportunities to flank the enemy.
The map design is also nice while still remaining simple- there are barns and houses, but ultimately the place is accessible or is not, or has fences. Nothing fancy but it's all practical. fields or impassible like piles of logs or patchwork of trees. There are buildings but not so much that it's like Ettelbruck 2.0, just enough placed strategically.
All in all, this is what a typical 3-4 team map should be. |