Repair Change, I'm not fan of it. There is no reason to earn XP uppon repairing tanks.
1- USF will take no benefice from it.
2- OKW and their Sturmpio and KT will take 500% benefice from it. It is already a pain to take down a TK but now if it can escape with 10% of life, you'll see two ST vet5 pop in no time thanks to their repair ability and holster their sweepers to be 100% effective on the BF.
On a general view, even exluding WFA armies I don't see any good reasons to promote XP on repairing. Another idea would be to give all Engineers the holster so we can sweep and repair faster and also be effective on the BF when you need it.
Call-in meta. Removing units from the call-in tech means you'll also need to remove their counter from it. You can just spam 2 or 3 Stug-e and get your opponent spending all his economy just to have the appropriate counter which is, in most cases, a call-in as well.
USF and OKW have FRP but cannot reinforce anywhere on the field like Ostheer and Soviet do.
Soviet and Ostheer cannot build FRP but have access to half-track to reinforce anywhere on the field.
Imo the solution should be somewhere in the middle. Something that doesn't require a lot of rework on the current gamplay.
The problem with the OKW FRP is its early access and durability. The counter part is its immobile. Maybe Relic could move the FRP upgrade Tiers3 or after building all tiers.
USF FRP is mobile and squishy, I'm not sure if there is any issue with today but on the same way with OKW, the FRP could be available only after all tiers are up.
Soviet could have a FRP upgrade on its M5 with a similar deployment the USF ambulance has. Available after all tiers are up.
Ostheer could have the bunker or the SDFK doing similar, here again after all tiers are up.
Brit, I don't own them but it is probably possible to do something similar.
Ostheer and Brit should be the faction getting their FRP the later since they are the faction able to lock down territories for a good while.
Kubel does not win vs rifles that are in green cover.
if you are dealing with two kubels with 1 rifle then you need to teach yourself to keep your army together so they can support one another.
the whole deal with USF is that you need to really push your engagements into your favour as much as you can, you really need to work hard at trying to out flank and everything with their units until they are at a decent vet. Double kubel is sure, annoying to deal with, but when you engage properly you can punish the garden out of them
Captain Obvious is there to the rescue, we're safe now.
Reading this numbers we can say:
1- OKW are not that OP as everyone claim.
2- OST and Sovs are more or less balanced between them.
3- OP Brits are really hard to beat with both OKW and OST.
4- For some strange reason OST are raping USF.
1vs1 is pretty much balanced today. But: Sov is extensively using the Penal/Dhsk combo to win. People is accordingly saying it need to be nerfed, the problem is how do you balance Sov uppon that. OKW remains the most picked Axis faction by a huge margin compare to Ostheer. Even if we are watching TOP players, there is still important skill gap between many of them. OKW stat are depreciated because as the best Axis faction, lower skilled players of the tournament are naturally trying their luck using that faction when facing a better player.
On the same topic, UKF is the less picked faction as Allied with at the same time with the biggest win rate. This doesn't say anything else than players who picked the faction knew what they were doing, IE map dependant, knowledge over their opponent weaknessess etc...
On the same time we have too few records for the Ostheer / USF matchup and OStheer/UKF matchup to say anything constructive about balance between them.
MMAAAAYYYBE give them an arch like an MG where they would auto fire at (they have to pick up and set down to fire in a substantially different direction anyway).
I would support this idea as well. Thus some change would have to be brought to some arty piece with a ridiculous small arc such as the Pak howi.
Yes it happens time to time. Usually it is because you are tired or after a big break leaving you with a rusty microing.
Avoid playing when tired, do some arranged games to get your micro a bit better without touching your ELO. You can also create a family account to train.
Except that isn't the case- techless call-ins aren't inherently badly balanced, just some combination of price point and timing compared to standard units make them so.
Like the example I gave- long T1 play and rushing out T3 units as wehrmacht is equally valid, if not stronger than, going T2, Stug Es, and Tiger. However, having the option to go for Stug Es and Tiger grants the game more strategic diversity i.e. i can choose to execute either in order to provoke a reaction or as a counterbuild against an opponent, or simply because I prefer the playstyle.
Ofc there are badly implemented call-ins at the moment- medium tank call-ins have been problematic for much of the game and the M4C is no exception. Perhaps that unit can be tied to T4, much like the T3485 has been and the Easy 8 on the USF side.
But that doesn't mean all call-ins as a concept are the root of all evil, which would be a knee jerk reaction and uncalled for. I'd like to see the game both be more balanced, yet retain unique character both for individual units and different tech/call-in oriented playstyles. Universally eliminating the effectiveness of techless call-ins as a rule rather than to accommodate balance in a case-by-case basis would not serve the game well.
And how does the mod break this state of balance? I see it bringing more risk in executing call-in stategies, you'll hurt your economy if you do it wrong. The M10 should be an emergency unit, not something you can spam and forget about USF T3. Same goes for StugE, Ostwind etc... The only faction in trouble with the mod idea is Soviet, call-in are already there to fulfill obvious gaps.
In my opinion, Call-in should be viable in case of dominating your opponent or as a last chance to counter him. Strategies revolving around call-in will always be unbalanced and make stock equivalence unused.
I like the way the mod put back call-in units where they belong, so we can hope to see much more different strat than today with all the pool unused-commanders-because-they-don't-have-callins.
Currently yes you cannot spam them because they arrive at 3 CPs which is fairly late to rely on for backbone infantry. Also at 380MP they're expensive however only cost 28 to reinforce, same as rifles. It's like calling in an Obersoldaten squad at 2 CPs with lower reinforce cost and better durability since they have 6 men. I think the doctrine needs a little push in the right direction, mainly the p47s and the support drops but paras are pretty alright. They can even be equipped map situationally which is something obers do not have the luxury of doing without spec ops.
Para doctrine should be a early-middle game doctrine because there is nothing left late game in it. The P47 can be buff as you which, unless you make it OP it will always only be a stop-gap.
Currently the doctrine is inexistant early on and half viable mid-game. We say Para need to come earlier but we didn't say Para+LMG need to come earlier. LMG could be stick to tiering or unlocking weapon rack.
Except for the P47, everything should come 1cp earlier in it, actually it is faster to tech than getting CP4 for that damned Atgun.