Then if it was only for Volks, they would have giving 10 manpower more, not 100. When they reduced the price of sturm they would have reduce it to 300 from 340. But they didn't because those 100 manpower are only there to cover SwS manpower price.
When they did that they didn't thought about OKW being able to field 4 volks squad so fast and in fact balance was really different back then.
They started to equalize more or less all factions early game some months after with Mr.Smith but they didn't really touch OKW, OKW changes on early game level are all about pzfaut and flamnade delay and cost, not about manpower available early game.
Today the game is really different and what I see is that we're taking a lot of effort to balance SOV/USF/UKF early game because of that than simply bringing back OKW early game power level in line with other and nerf the cheeses options they have that also affect Ostheer.
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Thread: Sections need their out of cover stats reverted26 Apr 2019, 12:06 PM
In: COH2 Balance |
Thread: Sections need their out of cover stats reverted26 Apr 2019, 11:42 AM
The extra 100 manpower they get is to compensate the manpower cost they added to trucks, can't be more clear and precise. Let you check post 102 100 manpower added at the same time SWS Trucks became constructible. from 240 to 340. 240 was enough to build your first volks squad or kubel right off the bat. In: COH2 Balance |
Thread: Sections need their out of cover stats reverted26 Apr 2019, 11:27 AM
OKW get extra 100 manpower since a year and half only because they added manpower cost to trucks. Imo this extra 100 manpower is the root cause of balance issue we have today allowing OKW to field one extra unit early on and forced every allied faction to cheese hard early game with M3/UC/WC51. Removing it would help rebalance the game a lot without powercreeping every faction. In: COH2 Balance |
Thread: Steam vs Epic games25 Apr 2019, 16:48 PM
Epic says it will stop store exclusives if Steam offers a better cut There is something fabulous here is that everyone is talking about steam excepted steam themselves. Would be fun if steam replies "don't care, continue with your store exclusives." In: Other Games |
Thread: Soviet General Faction Changes - New cmdr mod 5.024 Apr 2019, 11:29 AM
I always thought Conscript could use the refit ability so you can replace a squad with a more dedicated unit. T3 could allow you to refit a conscript squad into shock troop T4 could allow you to refit a conscript squad into Guard squad It would bring more diversity to the faction, even if you don't chose a Guard's doctrine you can still have them on late game. I'm not talking about cost but don't say it should be free from cost. It's just a general idea. In: COH2 Balance |
Thread: USF Urban Assault -Feedback24 Apr 2019, 07:09 AM
I just wanted to remind people Major Recon is a way to spot for you Calliope. Thankfully nobody talk about spotting. In: Lobby |
Thread: Input lag for (german + EU) Players24 Apr 2019, 07:01 AM
Hey guys, I haven't heard about such issues from the French community and here in Spain I haven't had any input lag for months. So yes, without much investigation its look like an issue from a connector in Germany. And a part of internet infrastructure isn't managed by local ISP, failure could come from so many places... Dunno if possible but if all impacted users could share their location on a map we could maybe see a pattern. In: COH2 Gameplay |
Thread: USF Urban Assault -Feedback23 Apr 2019, 18:34 PM
What the point here? How do you react to a dive if you have nothing to defend your calliope? Calliope having biggest scatter in exchange of a biggest lifepool is a fair balance but it doesn't mean your calliope is safe from diving. In: Lobby |
Thread: USF Urban Assault -Feedback23 Apr 2019, 11:46 AM
How many time have you see USF being picked up on tournament before the WC51 rush strat? Me once: Nicko using Recon which became instantly nerfed after that. I'm not particularly fan of WC51 opening strat with Cavl rush but the fact is, that's the only thing that works well vs OKW early game. USF standard build is at the same level than Conscript build vs OKW, useless unless you outmatch your opponent. In: Lobby |
Thread: Balance issue affecting the game economy23 Apr 2019, 11:34 AM
I have the feeling the game economy has artificially inflated over the last years due to the various balance patch reducing unit prices or reinforcement cost. What is your opinion about it? I'm playing mainly 2vs2 and the amount of games where I'm floatting at 600+ manpower even having a consistent army is baffling me. I can't remember that some years ago I had so much manpower around 7-8 minutes marks and be able to build 2 caches (and they are now more expensive). I recall that building cache some year ago had another price than 200 manpower, reducing your army composition by a unit. Even on 1vs1, on my games or watching cast or replay, I see that players have usually a lot of manpower. Losing an early VG squad? instantly replaced by another one or a callin unit. I have also the feeling that army composition are bigger than before. Thinking about it, it obviously has consequences on balance. Single expensive units see their cost opportunity reduced by the fact there is more manpower available to build or reinforce them. On the other side cheap units see their cost opportunity increase and hitting micromanagement glass top. Let's take Conscript as an example (hot topic today). They are supposed to be cheap and early game be used to overwhelm your opponent form different angles. But since your opponent can also build more units and reinforce them as much as you, or you build more conscript squads or you can't overwhelm your opponent's more expensive units. Building more conscript squads suppose to be able to manage them enough well to get the best of them during combat. But for the majority of players there is a limit of units you can single handle during a battle, so having more conscript squad isn't going to give the supposed edge your expected to have by having 1 or 2 more squad than your opponent. The question here is: Are conscript so bad or isn't simply your opponent that can field enough squads to negate their advantage? You think it doesn't answer the question of Conscript late game performance? Well, if conscript would give you more early game, you'll probably be on a better position late game to seal the game before they become completely useless. Or maybe a simple reasonable buff would be enough from T4 as proposed by the balance team. Same question for Tommies: Is it normal to be able to field 4 tommies squads and a UC on 1vs1 with so little economic downsides? Here again how Ostheer or OKW are supposed to deal with it. My opinion is that this inflated economy has created a large part of the balance issues we're facing today. Penal, VG or Tommies are probably fine as they are and the problem with them relies more on their opportunity cost, if there were less manpower available soon for them to be build or reinforce VG couldn't be spammed, T1 M3/penal could probably become not as viable as it is today vs OKW, 4 tommies/UC would become 3 Tommies/UC giving more opening to their opponent etc... In: COH2 Gameplay |
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