Thread:
Vet 3 8 Jul 2016, 10:55 AM
This is a thread from 2013
Maxim right now it "Osttrupen" of HMG, so poor designed it is.
The only MG with better stats is the .50 cal
The maxim nerf was an Alibi nerf, so nobody can say Maxim wasn't nerfed. Maximspam is as alive as ever.
It's stats weren't really nerfed.
they are kinda "Obers" of USSR
With the small exception that they rip obers apart, and cost less.
EDIT: Bear in mind that allied win-ratios in particular USF is largely inflated due to a certain "mortar" we all know is very broken. IF i had to hazard a guess, people are having a harder time adapting to the wholly new meta. This is some drastic changes we are talking about, it went to from being the most brain dead meat-headed faction to one were good army composition actually matters.
Soviet winrate also rose
med kit require you to stand still , can't fight , can't be self used, cost 20 mun and requires vet 1 ( med bunker cost 60 mun but last forever )
You forgot the part where the medkit doesn't even heal 1 unit to full.
I played USF before brits came out and on the odd occasion play as OST. I don't know about you but, I like a challenge hence no OKW play
Latch, I played against you. I know exactly why you consider OKW op.
Updated OP.
As most people know, currently balance is pretty roughed up at the moment, the stats confirm that but of course you don't need stats to find this out. Here's a list of suggestions that will be expanded and changed as the thread gains replies.
OKW:
Show Spoiler
OKW at the moment is mainly extremely hindered by it's teching and side-teching.
The biggest problem here is that they have the most expensive side teching in the game, coupled with the msot expensive vehicles in the game. This results in the optional side techs not being an option at all, since for example going for healing and then repair will cost you so much the opponent will get a medium tank out before you have teched up to T4, making this route pointless. They also suffer from having the worst AT gun in the game, as well as overloaded Sturmpioneers. T2 is very lackluster in units offered, yet is a must because there is no alternative healing option for OKW. On the other hand, T3 offers very good options, yet disqualifies OKW from healing.
Suggestions for OKW:
-OKW side tech is now decoupled from the trucks itself. The Medics are now purchasable in T0 or medhq, repair engineers can be purchased in any truck. MedHQ still serves as forward retreat point.
-ALTERNATIVELY to truck change: Remove cost from Sturmpioneer medical cache(lose Spio = lose healing)
-Sturmpioneers are now always upgradable with a minesweeper, regardless of their equipment.
-Volks STGs remain unchanged. Maybe make them able to pick up weapons.
-1 additional entity added to Raketenwerfer 43
-FlakHT recieves a buff to it's range and maybe some armour.
-ISG needs some buff to it's offensive power.
-Obers come out earlier(Suggested by PenileBatRation) , but: Nerf to MG 34, buff to Ober K98. Supposed to make Mg34 obers not super effective, but obers without the upgrade a little better. The problem with this unit is it is non-doctrinal, so you have to be careful to not overbuff it's synergy with other units, as well as it's timing.
I really don't have a lot of hope towards this faction.
USF:
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USF is probably at the best state it has ever been, doesn't lack anything and can generally beat any defense put up against it. There still remain some issues with it, both strong and weakpoints, like the Greyhound and generally useless abilities, as well as the blobbability of the faction.
-M8 Greyhound should be given a reasonable damage at range, in order to be more of an upgraded M20. Damage output should not be too high, but feasible. It should be a threat to an Ostheer sniper at long range.
-USF mortar changed to 61mm mortar. It really is not performing as it should. I would prefer to just remove this unit, USF definitely didn't need that, but we're stuck with it now.
-M10 crush toned down, but with Volksgrenadiers having fausts this might not be as important anymore.
-The .50 cals set up time vet bonus is to strong, it sets up faster than a maxim while having a bigger arc and extremely good AI as well as AT stats. Remove this bonus.
-Tone down ambulance cost. Paying popcap for healing is also ridiculous.
-Tone down cost for Grenades.(suggested by PencilBatRation)
-PIV and Panther are overpriced(suggested by PencilBatRation)
UKF:
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This faction I would consider fine, it suffers from the usual plethora of forgotten units, but other than that it is stronger than both axis factions. UKF has been probably the most extravagant faction out of all of them, with weird teching, being able to destroy cover per ability, sim city cancer and incredibly good units in all departments. I doubt UKF will be put in line with other factions, they seem to have good connections to the relic department or something.
-Valentine given some kind of territory lock down-ability of some sort.
-Something I would like to see is exclude mortar pit and bofors from being on the field at the same time due to their extreme synergy. Maybe make them choose between Bofors/Mortar pit instead of Bofors/AEC.
(Probably not happening due to it being the only indirect fire option for UKF)
-Give UKF Normal Mortar instead of pit(suggested by Rollo)
OST
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Ostheer has been a mediocre faction during most of it's existance, and a pretty bad faction for some time too. Plagued by 4 men squads, fragile vehicles, high teching costs and straight out badly performing units. A PZ III will never be added to this faction, I would never trust relic to do that. The PIV is old and it's stats are from a different period.
-222 fuel cost raised by 5, additional machine gun fixed.
-PIV is underperforming, lower it's cost.(suggested by PencilBatRation)
Really out of ideas here. Help me out.
SOV
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Soviets mostly lack usefulnes in the conscript department, but their plethora of other options definitely weighs this up. They generally are in a good state and need only few changes. Anything works for them, be it penals and guards, or penals and cons, or cons and maxims, they are probably the most well rounded faction. The SU-85 will eat any Axis armour alive.
-Some changes to units like the 45mm AT gun, giving it some AI for example, just for flavour.
-T34/76 is overperforming for it's cost. The extra MG dps could be an unlockable, something like 'Veteran tank crew' which improves it's MG dps to the current state.(suggested by PencilBatRation, small change by myself)
-Lower side tech cost for molotov and RPG(suggested by PencilBatRation)
How to respond to this post in the best manner:
Quote a section of my post, put each faction in it's own spoilers. Then state your opinions and suggestions in
BOLD .
Why should schwerer AA be kept free? Why schwerer shouldn't have pop cap, like the officers, making you pay indirectly, regardless if you have use for it or not?
You're trekking a thin ice here
I don't know, I never mentioned schwerer AA. You tell me why schwerer shouldn't have side tech and pop cap cost.