Wait, the UKF one is only 120 munitions?
Lol, no wonder my opponent last night was able to upgrade his army and call these in a bunch of times and delete my full-health and moving medium tanks. |
I've played CoH3 for a couple of hours now and I have to say I agree with a lot of the negative reviews. It just feels like a stripped down version of CoH2. It's like they only focussed on the core gameplay and more or less ignored the rest of the user experience.
It's nice and fresh to be able to play with new units/commanders/new maps. But that to me is the only upside over CoH2. Everything else is worse. The graphics/art style are a mixed bag. The airplane physics are laughably bad. Most importantly, a lot of basic multiplayer functionality is missing. No replays, no player names in team games, no stats, no ability to talk to your teammates post-victory/defeat. |
RW moving cammo was removed because the combination of retreat and moving cammo provided too much reward for the amount of risk involved when going commando with them. It shouldn't be brought back without additional changes. |
i dont know. the nerfs sounds like vsl grens are now closer to volks than their original design which can go toe toe with commandos and shocks and bars rifes.
anyone know how the nerf vsl grens goes up against the buff penals in the patch?
by the time vsl is reinforced with 5 men, i guess penals will be at 1-2 star vet.
how do they compare?
Surely the Grens themselves will also have gotten some vet before they get upgraded with VSL. |
I don't think they are OP. They just require a specific playstyle to deal with. They will 1v1 beat pretty much every non-smg squad early game due to their sprint, so they are excellent vs players who spread out their units a lot. However, they perform poorly vs concentrated forces as they will take casualties on the approach. Blobbing is the best tactic if you are able to dodge the MG42 that will probably also on the field. |
It's a buff and a nerf.
It frees up engies/pios, which is a buff and will increase the potency of some early tech builds.
It also means you cant build structures on the edge of the base to increae reinforce radius, which is a nerf that lasts throughout the game.
I wouldn't say the change would be gamebreaking. |
Making the tech cost cheaper as suggested without out changing anything else is not a redesign, is straight up buff.
The faction that has already received tech buffs with cheaper (and better) medic, lower cost for At/molotv combo, faster T3 and better MR.
There is no need for further buff to soviet tech
I'm not a fan of the cheaper T3. In my opinion it should be more expensive. See my post below from your penal thread.
I'm interested in seeing all factions not having to spam 4x basic infantry before tech to maintain early game field presence. Or having to spam a call-in or alternative mainline like Penals because mixing units is prohibited by excessive tech costs.
Step1: Make Satchel bundle nade equivalent in time/AoE to make Penals viable anti-infantry after the early/midgame.
Step2: Penal Satchel now requires upgrade so they are no minute 1 Pgrens.
Step3: Penal Satchel, conscript Molos and AT nades are all unlocked together in a single upgrade. This makes combining conscripts and penals in a single build viable.
Penal problems solved.
Optional Step4: Reduce tech cost of T1 and T2, increase tech cost of T3 to make T1 a less 'all or nothing' investment and make T2 more attractive in the early game. This would make T1+T2 builds viable. the changes can be further expanded upon to make Soviets less cheesy by making zis3 barrage a vet ability (it's less needed when a stock grenade is available), and making penal PTRS rifles less effective against infantry since penal/maxim combos could be a thing actually worth making. |
In that case it should be followed by a change in doctrinal units, if one want an Ostheer stock roaster one should also get an ostheer doctrinal units available to them.
That would be a change in the faction design.
Both factions have supplemental doctrinal units. Ostruppen, assault grens, halftracks, MG34 drop, arti officer, stormtroops, and jeager command squad are available to Ost in addition to a complete early game stock roster. |
Soviet tech does not really need more discounts.
In addition that would make commander that provide doctrinal support weapons less attractive.
The problem lies in the design not the balance.
Changing how players can mix T0/T1/T2 units is faction design. |
Step1: Make Satchel bundle nade equivalent in time/AoE to make Penals viable anti-infantry after the early/midgame.
Step2: Penal Satchel now requires upgrade so they are no minute 1 Pgrens.
Step3: Penal Satchel, conscript Molos and AT nades are all unlocked together in a single upgrade. This makes combining conscripts and penals in a single build viable.
Penal problems solved.
Optional Step4: Reduce tech cost of T1 and T2, increase tech cost of T3 to make T1 a less 'all or nothing' investment and make T2 more attractive in the early game. This would make T1+T2 builds viable. the changes can be further expanded upon to make Soviets less cheesy by making zis3 barrage a vet ability (it's less needed when a stock grenade is available), and making penal PTRS rifles less effective against infantry since penal/maxim combos could be a thing actually worth making. |