I'm pritty sure that USF tech costs including weapon racks is about equal to OSTs.
Well, its not hard to simply add the costs.
Just add all USF tiers+upgrades and compare it to ost T3 costs.
Why T3 and not T4?
Because T4 is premium Tier which no other faction has(with exception of UKF hammer and anvil Upgrades).
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I am sorry but I can not take seriously your "Relic insights", not after your predictions have been proven wrong time after time.
Say like predicting that Pershing and Calliope will never become available to USF.
Well, I can not take seriously half of the stuff you write, being 4v4 examples from a player who struggles hard for 50% win ratio despite massive 'experience', yet I am not reminding you of that in every single post.
Relic removed stuff from the game, because it was either non functional or created balance problems.
That stuff is not coming back outside of mods.
You are asking for re introduction of massive balance problem.
I am telling you this will not happen and if it will, most certainly not in a way it used to be.
You remain by your conviction.
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Glad we agree.
I have to point out thou that given the difference in tech cost and cost 222 should be more effective than m3 that actually has the extra utility of being a flamer transport.
And that is why as a solution I suggested the reintroduction of 221 as a cheap specialized vehicle which also open they way of better balancing then 222.
222 is not exactly AI only unit either.
Its ultimate Generalist light vehicle, durable for its cost and able to engage infantry, light armor and aircraft.
If you want actual AI firepower, use the literal firepower of upgraded 251.
221 wont happen because it was never a good idea, not in coh1, not in coh2 as well as relic won't allow putting back a unit they have removed, because it creates a whole lot of Problems like cost, Performance, durability, Upgrades are muni only, so would it be M20 on steroids with muni AT/AA upgrade? It could end up too cheap or too expensive extremely easily and it would only create more problems for balance.
Only way it could be implemented would be as separate stand alone unit and there isn't any Chance for that, but I could see coax of 222 being buffed a bit with vet scaling being cut. |
AEC is the correct way here. |
Both JT and Ele got nerfs with latest patch that have brought them in line, they are no longer 2 shotting all med armor and OHK all light armor, but they will still put pressure on you.
Now you actually can assault them without losing anything on approach and kill them if they are overextended or have bad atg cover.
If opponent have brought JT, ele and 2 panthers in a 2v2, then where are the 8-10 medium tanks you and your team mate could afford? |
Seems like this topic gets brought up once every few weeks.
Early Feb
Late Feb
The summary of those threads seemed to be that keeping it at 2 models is the problem. It doubles the chase-RNG for the 222 (has to take out 2 models), makes counter-sniping impossible, and results in mortar RNG (since they can 1-shot) being the most viable counter, all while giving the Sov player a '2nd chance' for a mistake on a 360mp unit that's supposed to be very high risk.
Unfortunately, other than reducing it to 1 model at 82hp, there's isn't a lot that can be changed. ROF can't be increase because it would be OP vs. OST, LOS can't be increased because it already has flares, survivability can't be increased because we're decreasing it, cost can't be decreased because it would be spamable. The only 'fix' is just a straight nerf, which isn't exactly great.
And it isn't going to be a one man ever, because relic will not allow it.
In addition, it would create one of the most cancerous coh1 gameplay, sniper wars.
I do not know a singular Person who enjoyed sniper wars of coh1 and inb4 camo argument, it would only be that much more micro Stretch in coh2, making it even more tedious Thing to do.
Ist bad enough brits have a sniper at all, where this sniper war cancer can flourish.
Was it up to me, snipers would never be in game and if they had to be, it would be something akin to coh1 recon section or pathfinders or OKW JLI, with longer range, but much lower combat potential when there are no other squads softening targets first.
Snipers are a massive balance problem ever since coh1 and will remain even in coh3 and beyond due to massive risk vs massive reward they offer. |
It's not the mortars. It's the model spacing, AS ALWAYS.
They've promised to fix this SEVERAL TIMES now across several major patches, and squads are STILL being instantly wiped from full health by a single mortar shell, grenade, etc.
Squads STILL bunch up in a tiny space for no reason, still take absurd damage from explosions while in cover, and still refuse to spread out wide anywhere except when standing in an open field.
The simple fact is that the devs can't fix the squad spacing issue. It's been promised, it's been attempted, and it appears to simply not be possible.
Currently, there are two states for a squad: bunched up so tightly that a single mortar shell wipes the entire squad from full health, or spread out so far across half a square mile of open terrain (especially the five and six man squads for the Soviets and USF) that a grenade or shell can only hit a single model.
Model spacing is SCREWED, and mortar/explosive problems are a symptom of that core, critical issue.
They DID fixed spacing, but if you insists on putting your squads into tiniest yellow cover patches, then they WILL all get into cover and get OHK'd, because that's how cover functions and you can't do anything about it, don't get behind non green cover against these and squad will not clump. |
I was VERY active on official forums during WBP but as usual the balance team simply carried out their OWN agendas.
Oh yes, you were.
Literally every singular post you've made there was raging on how OP usf is and how everything ost should only be buffed, often both at the same time.
You called AEC in current state op and tried to claim that mythical "many USF players" only you have ever seen agreed to limit zooks to one per squad.
You wanted further nerfs for cons and to limit accessibility of their upgrades.
You think 3 mainline infantry squads are spam.
Silliness from you in that thread flows without end.
I kind of enjoy how ironically, you made yourself a subject of the thread. |
Plus i think it only works in friendly territory.
It works everywhere. |
Well, in every game against decent players you are going to need a minesweeper! So, when you need antitank support, you have to build a second sturm. Now you end up with two units with very limited fightingabilities in the lategame, beside popcap problems.
How is that a problem?
Ost and sov very often end up with 2-3 or more CEs or pios to Keep repairs up and that is more Pop and mp then a pair of spios and you complain about getting 2nd if you commited one to actually potent AT weapon, while aforementioned CEs and Pios can not even engage infantry at that point due to upgrades and vet?
Plus all factions can do just fine without handheld at, okw is no different here, use mines and puppchens and you will be ok. |