Udssr, ost, okw and brits all get their heavys way later [than USF gets the Pershing] and that should be fixed
Fastest way to a heavy:
OKW (15+25+15+60+60+230-10=) 395 fuel for Tiger;
SOV (10+85+90+230-20=) 395 fuel for IS-2;
OST (40+90+25+230-20=) 365 fuel for Tiger, +10/20/15 if getting any tier buildings;
USF (35+20+120+230-20=) 385 fuel for Pershing.
So, even though I'd agree Pershing seems just a little bit too powerful at its current timing (solved by making it slightly more expensive and/or increasing its veterancy requirements to reduce how fast it scales imo), other factions do not get their heavies "way later". They are all pretty much in line right now. |
I kinda get what ra target size do. But im wrapping my head why merge has relation to it. My theory is reconcile with my observation of faster cons move speed. Bigger target size covers more area. Etc.
Target size is literally nothing more than a number that is used to calculate the accuracy of weapons (accuracy value multiplied by target size) firing at a unit.
It does not have anything to do with the size of the models (identical for all infantry) or their movement speed (identical for all infantry) at all. Again, movement speed is identical for all infantry.
The main reason Conscripts have a large target size (at vet 0) is because models that merge into other units keep some of their basic characteristics, one of which is target size, so that it is disadvantageous to always merge Conscripts into elite units, which would give much lower reinforcement costs. Merge is supposed to be a frontline "panic" ability that allows to keep a certain unit fighting for longer when they really need to. It isn't meant to be used as a regular reinforcement tool. |
The issue is when there is a Heavy tank out before say the 1st medium tank of a behind player, it's pretty much a gg button in some cases.
When one side has such a major advantage that they can get a (super) heavy tank at the time the opponent gets their first medium tank, it should be pretty much gg. |
Cons high starting ra is by design to balance its bigger squad
Conscripts' base Target Size is high (1.09) mostly because of their Merge ability, not so much because of the number of models in the squad. |
The dev team confirmed to address this problem already as I posted this a month ago. It was too late to integrate it in the september patch, but will be in the next one. I'm not entirely sure if they plan to change something about model count or the initial weaponry (another user suggested to bring them to 5 five men, equip them with weaker starting weaponry and give them a free sten upgrade) or just want to adjust their cost.
Indeed, thanks for bringing it to our attention back then.
Adjusting their weapons (to Lee Enfields as the only alternative) to let them spawn at 5 models creates problems with the elite Brens, as that would increase their far range DPS which is already really good with Brens. And adjusting elite Brens to compensate would in turn mess with the DPS of the other Commandos squads.
So, Infiltration Commandos are now planned to simply get a cost reduction from 380 manpower (+70mp to reinforce) to ~300ish manpower (+70mp to reinforce) so that the total cost of a squad becomes ~370mp, which should match their performance a lot better. Should be included in the next follow-up balance patch. |
[Riflemen were complete garbage (and they still kind of are)]
Anyone who says Riflemen were good never played USF.
Anyone who says Riflemen are garbage never played USF below rank 2000  |
no reason OKW should get the earliest healing without any additional investment
OKW easily has the most expensive medics of all factions (370mp and 55 fuel) and they are stuck behind non-lineair tech too (and in the less popular pick even). Also, very early game munitions investments are very important (one nade or one snare, or lack of munitions for one, can have a huge impact).
Imo it's fine that OKW can choose to put down med crates very early, as it significantly sets them back in using abilities and getting weapon upgrades.
As for Soviets, they are kind of meant to struggle with healing, to compensate for their extended field presence provided by all their squads having a high amount of models. |
Another thing I personally don't get is the mine laying speed. Why can Rifles lay mines as fast as pioneers/engineers now?
This change (engineers from 2 to 4) has made them lay mines a bit too quickly (when I tested they were a bit slower than Sturmpioneers, but now in real matches it turns out that it feels like they lay mines too quickly). It will be reduced to 3 in one of the bugfix patches, as this didn't make it into the final patch build, so it will end up 50% faster than before (as opposed to +100%) but should still feel noticeably slower than engineer units, to compensate for the fact that you'll have a lot more squads available to lay them with. |
but there is no reason why it should cost 20 more MP and 1 more pop over the MG42. I mean why are we paying more for an inferior unit?
Because faction design means that some units are a little more cost effective compared to other factions' similar units. Ostheer is built around the HMG 42, that's why it's a bit more cost effective than some other HMGs. OKW is built around Volksgrenadiers, that's why they are a bit more cost effective and versatile than some other infantry. USF is built around officer squads, that's why their tech is a bit more cost effective than other factions'. UKF is built around Infantry Sections, that's why they are a bit more cost effective than some other infantry. Etc.
Perhaps you should try to play all factions so you don't have to come up with a "grass is greener on the other side" argument in every single discussion because you'll actually learn that most of the time these benefits (the only thing you seem to notice when playing against red units) come with costs (the things you apparently don't notice when playing against red units). |
Yeah, the medic search radius for the Battlegroup feels awful now. Seems more like 10 range than 20. Really unecessary change.
The new radius might be too small for a few 2v2 maps where you could previously put it in range of both HQs, but for all other game modes (where you don't really share medics, or put the HQ somewhere at the front) the new radius is really good imo as it has made the medics much more responsive (as they no longer keep following squads across half the map). It was a change where simply the upsides (1v1, some 2v2, 3v3, 4v4) outweigh the downsides (some 2v2 maps).
The bug where they get hung up (which can be fixed by moving your units a bit) has always been there and I doubt that that can be fixed with the resources we have available. |