the maxim is still trash despite having a 6 man crew... make soviet weapon teams (aside from the zis) not trash then we can do away with 6 man captures...
There is simply no relevance between the two and repeating the same thing over over will not magically create one. |
cuz soviet weapon teams suck outside of the zis... if the maxim and (arguably) the soviet mortar get buffed then we can do away with the 6 man capture meme...
That explain why maxim in soviet hands has 6 men crews, it does not hover explain why maxim in in other factions has a crew of 4 or why a 0.5 (which is even drop-able) in soviet hand has a 6 men crew. |
When USF captures vehicle, they still can use vehicle crews for it.
When someone captures USF vehicle, they don't have vehicle crew.
Damn, its almost as if faction trait doesn't magically go away from the faction, just because they picked a toy that isn't originally theirs, nor other factions can inherit magically faction traits that aren't theirs to begin with.
There is nothing wrong with that.
You are free to have whatever opinion on the subject, but it doesn't mean there is anything wrong with the mechanic.
And when OKW capture vehicles they have 3 vet while when other faction capture okw vehicles they have 3.
Now if you believe that soviet captured weapon should have 4 men crew while other faction crew should be 6 men try to come up with an actual argument explaining why soviet need this advantage. |
(to remove 6men crews on loot weapons) Fully agree. Also remove bundle nades, mg42, rifle nades, put sniper behind a special side tier that offers absolutely nothing else, delay the first LV to the 9min mark, remove tellers, remove tier 4 and make its units doctrinal.
Mg42 bundle nades rifle nades sniper panther brummbar panzerwerfer are all simply too much.
Nothing of this related to captured weapons.
When other faction capture soviet weapons they have 4 men crew and there is little to no reason for when soviet capture other's faction weapons to have 6 men crews. |
Round 1 is irrelevant due to massive skill differences.
....
That seems to be an arbitrary claim. |
SOme stats from Chaos Kreig
Totals 111 allied wins 58 (52.3%) Axis wins 53 (47.7%)
USF W/L 40/30 (57.1%)
Soviet W/L 7 /6 (53.8%)
Ostheer W/L 45/44 (50.6%)
UKF W/L 11/17 (39.3%)
OKW W/L 8/13 (38.1%)
https://docs.google.com/spreadsheets/d/1GgIJPHWz1JULd4WZatwpTJPUSC7T-p__LAWmHtmup9o/edit#gid=0
https://www.coh2.org/news/106880/master-league-3-chaoskrieg-recap-and-onto-the-wc-2020 |
Imo the current "Osttruppen" situation highlight two separate issues.
1) The timing of "elite/semi-elite" units.
"Osttruppen" themselves have not been buffed but instead allow skipping T1 for faster PG. The imo is an indication that the timing of such infatry should be delayed.
The timing of PG is not cause of the issue since at T2 they are simply too late (similar to obers) and with skipping T1 they are too early the solution imo should be to delay allied infatry power spikes. That would benefit grenadiers PG and Ober. If allied powerful infatry are available early they should follow PF design and start weaker but upgrade available to them.
2) The shock value of light vehicles
Skipping T1 also allows ostheer access to 222/251. This imo is again an indication of the light vehicles shock value should be looked at and some changes should be made to their counter. Light vehicles could become less lethal but more durable and with more utility while the Ostheer could get back their 221 as counter to "micro lights/snipers" and the 222 could be delayed becoming more expensive and designed more like a soft counter to light tank. |
Think one has to take into account that osstruppen become meta although they or commander have not received buffs in a long time. |
Replace the faust with a frag for a start?
Buildable from HQ instead of call-in, don't see why not but also not what it should change.. If you want them to hit the field slower increase the cooldown on the commander ability. Seems like less of a fuss than placing them in the HQ.
CP 0 call-in units are very map depended since the can appear very far or very near from fight, it is bad design that should be avoided. |
How Gustav is not similar to other 12cp call-ins?
3 shells, 1 direct hit, two random hits. 200 muni-cost, warning works properly. If you want to "bring in line" 12CP abilities, then railroad artyllery is literally a golden standart.
Check:
Concentrate Fire operations
240 Howitzer barrage
|