Yes, this is about giving all TDs and ATGs vehicle prioritization by default (so upon spawning and recrewing) next.
That's fantastic! A very excellent change that will improve the game significantly. If it's default will this fix the rakk shooting infantry when in buildings too? Because that would be the cherry on top
Penals should definitely not get sprint or proper 7th dude, that would make them oppressively potent. But a vet 3 officer with basically no combat performance could be an option to make up for the lack of survivability in the late game, as suggested above. It would be pretty flavourful, wouldn't suddenly turn them into stock shock troops, but it would give them more staying power like cons have, but in a less consistent, risky way.
Vet can't be the only gate to scaling. If it is for all factions that's fine, but for only 1 its devistating.
Hi all, wanted to out forth a thread to discuss something I feel has been neglected in the grand scheme of balance--economic drain.
Long and short, I think some units could be better balanced with the adoption of additional economic strain.
Its a rough idea but here's what I'm thinking:
Large caliber arty: a l munitions income penalty per unit. This will reduce off maps as well as things like mines and make turtling a little less oppressive.
"odd ducks" units like the Sturmtiger and calliope who are devistatingly hard to balance and have unique and fun. Basically have them manually reload (like the sturmtiger) but require munitions to do so. The cost could be adjusted with vet but ultimately they then become a strong unit but requires balanced use or will sink your economy.
Semi elite heavy Armour: units that are iconic but neutered in performance due to the ability to build multiple, slap on a fuel income reduction per and make the units great again. This makes replacing them tougher and having a slight drawback ensures they can be more well rounded and authentic.
As a whole I feel like the mechanism of "economic drain" as a balance tool is forgotten, likely due to the all in nature of the old tiger ace, but I feel it has application.
I'd get behind this, though I really would have to insist that the Calliope finally be brought a little more in-line with other rocket artillery if it were done.
Calliope is an odd duck to balance due to its durability. I'd like to see them try something akin to the old cohf AVRE where there is a munitions cost in reloading the unit (maybe same with the sturmtiger) and it actually be decent. That way it's a powerful unit but heavy use effects your economy.
Also, all Allied factions have something to counter HMGs from the start. Though UKF is a bit lacking. But OKW has nothing until they can get indirect, which is pretty expensive in live.
What are your thoughts on giving sturms smoke nades? It's still in the time when sturms are mainly combat units and will help carry okw until other options become available
IF penals need an upgrade, you merely need to tie it to Mobilise Reserves. Give them a seventh man (A commissar model, perhaps?), or simply have the upgrade turn them into "Strelky" and provide them with better RA, cooldown, and/or just have it hand them ATVs. (While reducing their reinforcement cost)
Tying "Mobilise" to both Cons and Penals would be a nice way to tie the units together.
1. Riflemen are also aggressive semi automatic rifle infantry that can be given LMGs. Sure most of the time its better to give them BARS, but Some Maps favor LMGS.
this is true. I'll pm you next time I see lmg rifles
2. Obers get bundle grenades a Strong short range explosive and they get LMGs
the bundled nade is not a hyper close range nade. It's a normal ranged nade. And if you look closely the Ober lmg fires on the move which allows them to be aggressive. If you look closer you'll see that obers are bolt action infantry and not designed to get up in the enemies face, ON the contrary they are designed to excel at range...
3. "To the Last Man" buffs the squad as men die it does not matter if die at max or close range the sqaud still gets the buffs
it's designed to be in line with their due trying theme. The buffs are universally strong but it's there for the risk reward aspect
4. By vet3 penals gain two +30% accuracy and would be quite strong upgraded with DP-28s
Giving Penals more Tactical flexibility would help them come back into the meta.
it's not in the role of the unit nor the theme of the faction. Sitting back and plinking away is the job of conscripts not penals.
Nothing complements an aggressive semi automatic rifle infantry with a hyper close range explosive and increased stats for every man lost like a long range, static weapon best suited for sitting in cover...