0.5 tier system is good to see. I'm hoping OKW T4 can receive the same change so Obers can hit the field earlier. Moving them to 'early' mid game timing would then allow for OKW starting power to be nerfed a bit. AA cannon and tanks would be locked behind the upgrade, possibly also the MG 34 upgrade for Obers.
Very interested to see how these changes will make USF better. They seem to hit some of the core problems while not being too drastic. |
I see your point, but having that much early game manpower is bad for the sov/okw matchup, even if it does make for a "balanced" matchup. Because OKW has such early game power, soviet players are forced to get an m3. The m3 also has to be really strong in order to make up this power gap, meaning it has to hit harder than it should for its timing. It also just hurts build diversity since you always have to get an m3 since its the only way you survive. With OKW putting out less early game pressure, sov can explore more early build options, and OKW can get power in other areas to make up for the oppressive early game they lose. Basically, lowering OKW starting manpower can allow matchups that are currently balanced to be made into balanced AND fun/healthy matchups.
Finally, rifles to 260/26 probably will cause problems for the ost/usf matchup. If an ost player mismanages his mg42, then the usf player quickly achives map dominance. Straight up cheaper rifles can easily put this early matchup into a dangerous state as it makes the early game far more punishing for the ost player. Also, rifles would simply vastly overperform for 26 manpower. Finally, cheaper rifles would hurt build diversity. Why get a weapon team when you can get a cheap core squad that performs well? Other options (the kind of combined arms options I think the game should be pushing) become worse in comparison if you buff rifles like that.
Fair enough, although I'm still not the one saying Rifles should be 26 MP to reinforce. I'm only suggesting to lower the recruitment cost so the change would basically only impact USF build timing (and make it a bit more forgiving to replace squads but that's kinda neglectable).
Alternatively the most prefered solution (but also the most difficult one as it has so many side effects) is indeed to take some of OKW's early game power and move it to the mid game. I think this would be best achieved by lowering early MP but making Obers somehow come much earlier. One proposal I always liked is to make the T4 much cheaper (like 1000MP and 50 fuel for example) but only give acces to stock Obers (and maybe JP4) and put AA upgrade, Obers MG 34, PZIV and Panther behind a 100MP 70 fuel upgrade. Or less drastically make Obers buildable from HQ once the first truck has been set up. |
Again, just look at how youre describing this issue. Youre talking about it as if it were an okw starting manpower + sturm problem, and not a rifle problem (because it is). Again, fix whats broken. Changing rifles is tantamount to changing whats not broken in an attempt to fix something else thats broken.
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?
That's because I think it's only the USF that really suffer from OKW's opening combo. The Soviets seem to do fine and the Brits have a fair chance with HMGs and UC. Combining this with the GCS2 win rate conclusion that currently faction balance is kinda (UKF<USF<)OKW=SOV=OST I wouldn't make any drastic changes to any of the latter three factions and instead buff the UKF and USF up to standard. Which is why for the USF I'm proposing a solution that fixes the symptons of the OKW/USF imbalance rather than its core problem, because fixing this core problem has side effects for at least the OKW/Soviet matchup which seems somewhat balanced right now. It might not be the best solution but it's the easiest I reckon.
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I don't think it really adds much depth besides visuals, because basically the outcome would be the same as right now with units close to each other fighting it out at arms' length. Instead of rifle fire it's replaced by hand to hand combat animations that basically have the same role.
So in the end it would be cool to have but not really a priority IMO. I would much rather see more advanced garrison fighting mechanics, such as units being able to enter to contest or SMG units having a distinct advantage up close. |
The Bren increases one member from 2.89 to 6.86 (2.37x better) at long range for 45mu.
Is this the in-cover or out-of-cover DPS? I don't know which Cruzz took as a base although I'm assuming it's with the 'bonus'. |
If you make rifles 260/26 as some have suggested, then ask yourself whether or not the utility that volks bring is actually equivalent to these combat advantages rifles have.
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.
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I would also much prefer seeing it replaced with an Overwatch ability that automatically targets spotted enemies in a targeted area. Much like the Brits 25 Pounder ability in CoH1.
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All heavy tanks need to get good accuracy/scatter and have the AOE profile changed to Brummbär's so they can reliably force off infantry squads in 1-2 hits without wiping them. Better accuracy will also help them a bit in the AT deparment.
After that there can be some minor buffs for specific tanks. KT should get better turret traverse and/or front armor, Tiger should get +5 range, IS-2 perhaps a bit more damage. Pershing will need an HP buff if it's godly wiping power is nerfed.
This way all heavy tanks would have standardized reliable offensive power while retaining some specific traits, such as the KT being slow but heavily armored, the Pershing being an overgrown medium and the Tiger and IS-2 being good all-rounders.
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Its less about the tanks being over nerfed more about how the panzerfaust doing 51 damage to the back of tank.And you are likely to get a bunch of crits so he wont be able to move or turn his turret. So he becomes an easy kill.
Being a infantry mainly player I was happy to see tanks actually be killable, but this seems like way too much IMO.
I cant fly in these games so I cant speak about it, the only thing I noticed was that on the Fjelli map they would bomb the spawn and get like 10 kills immediately.
Two major bugs are the Revive bug and the AutoBalance bug, the Revive bug makes medics useless so hopefully they fix it soon.
The revive bug should be fixed as of today, and the autobalance too afaik.
https://i.imgur.com/qUPMbkv.png
As for tanks, yes I agree that the Panzerfaust has been overbuffed. It does too much damage and it's too easy/quick to aim now that it doesn't require ADS anymore. But tanks could also use a little buff for main gun damage and a bit towning down of criticals. And IMO there should be way more supply stations.
Right now all of these mechanics just lead to camping being the only viable option for tanks, while they should instead be used to support infantry on pushes.
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IMO Soviets have lots of cheesy things that make them so versatile and good. Clown Car cheese, ZiS ATG being able to dislodge HMGs and infantry with barrage, IL-2 strafe that chases units well into FOW, not really needing any weapon upgrades so they have the munis to continously call in these abilities and to lay down countless mines, having multiple commanders with an abundance of tools, etc. Mines are especially punishing vs Ostheer because they have to retreat any squad that runs into one.
Not one of these things is OP in itself, but the combination is very hard to play against. Especially because the higher level players can utilize most things at once. I don't think there's any one or two units that are particulary OP (Penals and Guards arguably come close though) but it's just the combo of having too many versatile and good/cheesy stuff. |