There was a thread like this recently.
I suggest what I suggested back then:
Make the ability reduce reinforcement costs for (all up to balance, just suggestions) about a minute by 50% and cost 35-50 mun. Helps OSTs late game MP bleed, helps against base rapes, you don't get useless infantry squads that you likely don't need and it's easier to use.
Balancing could also be done via cool down duration so it's not spammable. |
Well this definitely isn't a bad thing. Of course I'd prefer to see these side techs eliminated entirely for USF and UKF for that matter.
I've heard some complaints about doing this. If someone could refresh my memory, but how much does OKW and OST pay to unlock grenades and weapon upgrades in addition to their teching?
Others and I have posted tech costs both for rushing as well as full tech costs and other constellations in multiple threads now. USF pays similar amounts to OKW and UKF. Factions, especially the Allied ones, have slight timing differences depending on how many side techs you go for.
USF does not pay more, stop propagating something different unless you can proof it with numbers. |
I'll chip in my two cents about the Stuart:
For all non high level players it lacks a role.
It's mediocre at AT and AI which by the cost is fine, but there is no reason to build it. 222 and 251 are too cheap that it were worth building a Stuart as counter, especially since the Stuart becomes next to useless after the early game. Against a Luchs it's okay, while it loses to the Puma (which is all fine considering unit costs).
This means that the Stuart is also not a reaction unit like the Puma. To make the most use of it, you constantly need to keep it fighting. Push the 222 if you see it and shoot at infantry the rest of the time. Otherwise the Stuart won't pay off. The USF design fits well with crew repairs, but using a unit like this is very micro intensive. So most players are not up to the task to use the maximum potential because not everyone plays CoH for 500+ hours.
The engine shot is very nice for the mid game, but the Stuart becomes very fragile at this time point and using this ability is very micro insensive again.
The current design fits high level play where we see the Stuart regularly, but not basically everything else. |
I'll lock the thread. There's nothing here that would benefit a decent discussion. Also we already have plenty of heavy discussion ongoing at the moment. |
What about restricting salvage of team weapons specifically to scavenge doctrine? And keep everything else the same
Thought about this too but it could cause a ton of issues to implement and later bug out with the ability.
But then again I just learned that the Brit ability basically works this way... |
How am I over exaggerating? It removes a 320MP unit from the game for free and its guaranteed, like I have shown with the AT gun video for any other faction to do such a thing, it takes a lot of RNG and even more risk.
When someone that is very high rank with all factions agrees with me they both use it and have it used against them, so how can my opinion be based on "Because OKW have it"?
Slight correction:
It removes about 200 MP, the other MP have been lost before.
I think the probably biggest issue is that every OKW unit can salvage team weapons, which means that any team weapon lost for more than 10 seconds without support vs OKW is gone by either stealing or salvage. This is a very harsh punishment that basically no other faction do. This would suggest to limit the ability to Sturmpios only, but this would basically delete it from the game.
But all in all I don't think the problem is worth the effort of major rebalances. If necessary maybe add a few seconds or make the casting time depending on the model count as I suggested. The ability is far from making OKW very strong, which probably also lies in the Allied design that does not rely on static defense so much. |
Are you sure about the LV thing? I thought it still blocked it because that was the whole point. Can't test it at the moment though.
The only thing I could think of is higher HP which would make it more resistant to shooting it (which is a good option to remove stuff if you don't have your pio around). But to be honest that would be a shitty trade off |
I think it were more balanced if the ability was bound to the model number. That way shooting at the squad would really solve the issue. At the moment it might be too efficient to keep casting under fire because it does not prolong the casting duration. You might lose some MP, sure, but it's almost always worth it considering the damage you do. Also it is an easy ability that a one man squad can cast if you don't want the weapon but also don't want to trade your infantry squad.
At the moment a well microing OKW player can basically always salvage decrewed weapons unless you can keep constant pressure. A short window of a couple seconds are enough to salvage it.
However I'd like to point out that the issue is relatively niche. In the early to mid game it's almost always more efficient to steal the weapon if possible. Relatively few players use this ability on decrewed weapons compared to how often they could use it, probably because they often forget.
Just tie cast time to the model number. Like laying mines for example. |
I think this is a normal glitch that occurs if you have not scouted the point yet. The flag poles have feet that block building but need to be scouted. So if you don't know where those are yet, the game allows you to build sandbags initially, but as soon as you spot it the sandbag ghost gets deleted, which somehow leads to only one guy running to the capture point |
I think they are in the early game a bit. I feel like I get CPs a lot faster as any of the other factions, although I haven’t been touching brits in 1s lately. I’ve noticed it when I want to use commandos and just don’t have the CP till much later than I would for other 3cp callin infantry (so basically just rangers/paras since most others are 2cp now though).
Could be, but we should get some numbers. Nobody remembers time in the game, but the reference point you'd subconsciously take is probably teching. Iirc, 2 CP should come at about 5-6 min, 3 CP about 2-3 min later? This would mean that SOV get their units about the time when T3 is up, OKW shortly after T2, similar for USF (plus the added tech) and OST.
Now Brits can tech super early if they don't bolster first. This could make you think that the commandos are super far away. Especially in team games were early teching is viable. |