I suggested to make them cheaper towards 260 MP so they can be fielded quicker to help USF face the OKW early game onslaught. Which is why I also suggested the ~60MP that is saved in the standard 3x Riflemen build should then go into weapon racks tech so USF mid game power spike remains at the same manpower timing. I don't think reinforcement cost should be lowered in this solution. Either this or increase the starting MP a bit.
I think Riflemen are fine or even good/excellent for their cost, especially at max potential (great vet and double BAR). I just feel that USF struggles to field enough units quick enough to stop the OKW Sturmpioneer/Volksgrenadier mass in the first 5 minutes.
Could just take away okws magic bonus manpower. I mean Soviet can't build a building and start building a unit out of asap but okw can lead with a shock unit and have a versatile build started right behind them? |
Isn't the last tournament being played as a 2v2 Team match?
Anyway if you dont care about 3v3 or 4v4 neither you dont need to be that rude. The game has those modes for a reason...
I mostly play 3s and 4s because I can play with more friends that way. I don't mean it as a disrespect to the mode, but the mode will never be balanced and accepting that and just playing what's fun |
molotov and flame nade have the same time to explode, volks cost more than cons they have 1 less man similar dps and worse vet, if they did not have some sort of upgrade why should they cost more ?
The time from throwing and time to flames might possibly be the same but it's the time to throw that is important, not the time of ignition. The short animation (and MUCH longer range) enables it to frontally burn out mgs where the molotov cannot. Often I see the molotov thrower die while hes doing what I can only assume is pissing in the bottle because it takes so long to throw and the animation has to restart. Never see it for the lava nade. If you get in range with Volks the target WILL burn. Get in range with cons and you might need that extra model because it might take 6 guys to complete the action. |
Or... If you are playing a team game maybe it's because you just want to have fun and use whatever the fuck you want to. |
Flame nades are absolutely better than frags. A frag has to be aimed and timed to properly work. There is an immediate effect of course but that's it that's all. If you miss, if they hop out of the garrison, step away from cover, pay attention at all it is wasted munitions. The flame nade however denies that building, that cover. Throw it in front of a charging enemy and they will take damage from it oleven if you are a second too quick. This compounds with the STG and probably is the most broken aspect of volks. The ability to deny cover, and quickly, at at range for unknown reasons... |
It doesn't have a CD when applied and is free. So if a vehicle decides to get brave, AND you don't get buttoned, you can literally just deactivate the ability and not get crushed. The ability has virtually no downsides.
I was sure it had a cooldown. The con version of the same name (but opposite effects) has a cooldown. Give it a cooldown. Problem solved.
And VIRTUALLY no trade off is a faecry from NO trade off. What's the trade off for volks and pgrens rec acc buff? Or shocks smoke grenade buff at vet 1 or the m20 increase sight? Having to do something when the norm is passive is a drawback. Don't get me wrong, the norm should be doing something, but in this instance it's a slight drawback. |
That is inaccurate their vet ability actually increases their range (and consequently their accuracy) and CD, very few units gets more DPS with vet 1.
And they have to pop an active that makes repositioning impossible. It's a good abiliey, FAR better than trip flares but it's not without its drawbacks. It's not a straight up perma buff and it adds vulnerability. You can't move out of a flame nade if you can't move, not a bundled or RG or mortar. Hell you can roadkill them. Is there another vet 1 that actually has a trade off? |
If usf and okw both try to get their AA HT out, and usf also want to get BARs and grenades, with okw and usf med and lieutenant costing right about the same and the AAHT costing damn close too... Who pays more to have grenades, weapons and the squads to carry them and their vehicle?
One could argue that part of the higher cost on okw teching comes from the ability to place it anywhere, and the fact that their final tech is a 360 bunker that can also shoot down planes. Usf obviously has their own boons, but they are constantly paid for via mp tax as well
Volks have no right being as good as they are given the price paid for then and lack of investment needed to bring them to full potential. Outside their kit they have some of the most complete support availible. They are guaranteed to have access to an MG and AT as well as an early game shock squad and late game they have access to one of the best AI squads in the game.
Side note, why is their "tax" unlocked abilities better than cons specifically bought abilities? Not arguing WHY they have a file nade, but why is it so much better than the molitov? Why does it have longer range and throw faster on a squad that can also get a weapon upgrade AND have it just given to them? That's the kind of blatant overstepping that makes volks so good. All the benifits of stuff with none of the balancing drawbacks. |
Eyyy there is an idea... I like that |
@thegentmentroll guards will lose to dedicated AI units. O ers for example in cover are incredibly durable. Also while guards get pretty solid durability buffs of their own their accuracy buffs from vet are slightly below average, which is acceptable but it's not like thy have groundbreaking levels of vet buffs.
Falls are monsters but squishy. They are not designed to be in a straight up fight with anyone. As said they get to chose the ideal range for them to fight and camo allows them to ensure guards are disadvantaged shield the player put the work in.
Pgrens will lose at range but eat em up close range
and for all these Axis squads throwing a bundled nade will reduce the incoming fire from 6 guns to 2 allowing them to close good and proper |