Best way to fix them would be to simply lower their reinforce so it's not a ridiculous 37mp. Maybe give them an extended range snipe shot with vet that deals 40 damage and if you're below 50%, it crits and abilities on the beacons if we want to be super fancy and add crazy stuff while keeping in line with the unit.
IR Pathfinders need to get shared XP given their squishiness, mediocre firepower and their vet needs to boost their abilities.
The 2pop/model is also a problem. If you recrew anything with regular pathfinders, you add 8 pop in addition to the weapon. A HMG recrewed by pathfinders is around 10 pop cap, same with ATG. The additional upkeep costs enough to buy an extra rifle squad over the course of a game (4extra pop * 1.5*number_of_minutes), in addition to the fact that you end up with less pop cap to do things. |
I like those ideas. I'm fine with the direction the thread is going, but did anyone read the OP?
I read it, but don't agree with a 4-man sniper squad. There is already another elite infantry in airborne (paras) so any other squad should be a support unit. The rest of the post I mostly agree with. |
I doubt pathfinders will make it into a balance patch anytime soon, but there are a couple things that could be done to make them much more interesting.
1) lower population to 1 per model, plus maybe 1/squad, decrease reinforce to 28-30
2) allow both types to lay mines
3) give IR pathfinders an aimed shot that costs 35 munitions
4) decrease weapon slots to 1 (rip barfinders, but they would be much too efficient with double bars)
5) possibly allow them to booby trap strategic points
6) possibly allow IR pathfinders to be infiltration units
7) possibly allow both types of pathfinders to upgrade to a single 1919 instead of bars
Recon support needs other work as well, Greyhound is lousy for the cost, and airdropped combat group is a joke. P47 also needs work. |
You start off your argument saying OKW should be nerfed to Ost levels, then say Ost has the highest winrate. So basically you're saying OKW should be buffed to Ost levels?
No, OKW and UKF repair speed nerfed to Ost levels.
It's bad enough that OKW gets a non-doctrinal, no-micro-involved, quick repair (UKF gets a doctrinal one that is more expensive but better), expanding this to other factions would be really bad for game play. Part of what made Comets so good was that they were hard to kill and could be back in play really quickly. Get three of them together and it was hard to lose one, your only cost was upkeep while the attrition would eventually cause the other side to collapse. OKW couldn't quite do the same because the Panther's AI isn't that good and KT's limited to one, but giving the Brummbär repair stations is a really bad idea. |
I think we can agree this unit is hardly ever seen these days.
I think it's an overall decent unit but I think it could use one small change to its indirect fire mode:
Take away pack up time from indirect fire mode.
This will help increase its survivability since it will be able to retreat when it needs to. Its indirect fire mode would function similar to the OKW flakHT. Takes long to set up but can easily back away if it needs to.
Thoughts? Would this make it too difficult to kill?
Nobody would use this commander anyway. A mobile howitzer that costs 630/230/19 but has a range that is 10 less than a standard mortar is already a questionable choice, but when paired with a commander that has a bunch of other nearly worthless abilities makes it a bad choice. The cost is almost the same as two Katy's for something that is a lot less usable.
Why should the soviet supply drop be highly vulnerable, while OST supply drops are invulnerable?
PS - Setup and teardown time make it vulnerable to wonder Stuka and repair stations also get wiped by Stuka. |
Have you actually played games as OST?
Yes, several hundred games between my main account and test account. I win more often with them in 1v1's than any other faction. Is there an actual point to your question?
They are my second least favorite faction (behind Brits) but that has more to do with 4-man gren squads, that get wiped way too easily to late game indirect, than anything to do with repairs. I'd pay the same as the UKF for a late game upgrade to 5-man squads. Other than that, the only unit I think isn't worth it is the Panther, which should be buffed to be similar to the OKW version. |
No, if anything OKW and UKF should be nerfed to Ost levels.
Ost has the highest win rates in every game mode, 1v1 through 4v4, arranged teams or randoms. In some cases, it is around a 30% increase over allied win rates. When do "reasonable players" think that Ost has been buffed enough? |
Even better, why not remove the gimmicky of Flak bunkers on HQ and replace them with MG bunkers as all other factions? (I've always complained about this and the random USF HMG on the circular base). If anything, those flak bunkers should be the ones in the doctrinal ability.
All heavy based AA should had a toggle mode which would go from attacking land or air targets.
#Dream: all loiter and single strafe runs (maybe including bombing runs) should work like this: they are called from offmap and they circle around an area. For X amount of time, you have time to select where you want the plane to attack (in that zone).
Both of these are solid suggestions. The second one might be hard for Relic to code.
I did two tests where I put a bunch of tanks in a small area and then dropped the loiter ability on them. The Stuka loiter would kill four Shermans and damage a fifth for 200 munitions. The P47 loiter would slightly damage several P4's and take as much as 1/4 of the health of one P4 if rockets managed to hit. In short, up to 3000 damage for 200 munitions or 300 damage for 240.
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Ostheer panther is in tier 4 sunshine and costs a 175 fuel on top of that pricey route to teching to and building tier 4. However, the sherman comes without any teching cost. I understand that you are extremely Allied biased, but you are taking it a bit too far. Troll more like this on this thread and I will report you.
So you're the Axis version of Kaitoff now? Are you going to report everyone who thinks comparing the M4c to a Panther is an idiotic comparison? If so, please include me. |
Team games have always been in Axis favor because the increase in resource thus fielding tanks and heavies faster. They dominate 3v3 and 4v4. It's not even comparable if the Axis players are semi-coherent.
Before the WPB, the balance in team games was pretty good, but Soviets were badly OP in 1v1's, USF somewhat also.
In some ways, all of this goes back to Relic creating different numbers of tiers for different factions, and the call-in system. Had they stuck with the four buildable tier system, it would have been much easier to balance. Also, the doctrinal units that commanders give should have been buildable at the appropriate building.
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