Still irrelevant to captured weapons.
do you know how asymmetric balancing works?
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Still irrelevant to captured weapons.
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do you know how asymmetric balancing works?
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He knows, he simply does not accept that factions should be different in a noticeable way.
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Different doesn't mean, that they should get better versions than the origianl fractions.
They have 6men + merge, in 3vs3+ that mean endless Vet3 units. That isn't fair and if you call that asymetric balancing, than please visit the psychologists.
E.g. Osttruppen are balanced, the have quicker refesh, but for that they are easier to hit.
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So 6men HMG42 Shock-troops are ok? Braindead.
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Almost as if germans haven't provided expert level elite training on ordnance that wasn't native to them, while squad size for soviets doesn't magically change depending on what squad operates, US forces after years of trial and error finally discovered that german vehicles also have doors and hatches they can use the same way they can for their own vehicles.
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The only real reason they aren't like this is because it would mean Lelic would need to put in extra work to decide what every single non-OKW unit in the game would have for their vet 4 and 5.
Remember that they don't even get Fiveman Vet on captured Ostheer vehicles/equipment, it's not some "thematic training issue".
Also: An MG crewed with Shock Troops takes the same population space as one crewed with Conscripts. non-soviet MGs do cost two more pop when crewed by any soviet unit though, simply as they have two extra models over what they're "meant" to have. I presume this is all you mean.
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1- Yep. Also even if they are the same unit, they are different entities with their own profiles. With years some units had been made to be similar and even the PV which basically have the same weapons, have different vet (Combat bliz =/= Blitzkrieg and vet 3)
2- Popcap system has been reworked through out the years. Before, each member of the squad used to have a fraction value of the total cost of the squad.
Nowadays it's squad popcap cost + 1 for each member.
Recrewing with elite squad support weapons end up been a bad idea, due to the cost to reinforce.
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Shock-reinforced weapons teams are INCREDIBLY survivable, however. I think it's situational.
Any particular reason Pop was changed to be like that? Unrelated, but I've similarly heard Armour was calculated differently back in the day, but I don't know exactly what was different. Lotta changes that are poorly documented.
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1- Because you are paying for Shock models. Situational is the case when you have to decide on whether you want to steal a weapon on the field or not and you don't have enough time for another squad to take it.
Armor (in case of Shocks) or good RA Elite infantry is only gonna help you slightly against infantry squads small arm fire without vet. Scatter weapons (vehicles), grenades, indirect fire or flame based weapons ignore all that.
Yes, a vet 0 Pio/Engineer might struggle a bit more, but any combat unit which gains real vet will offset the base stats of those units.
Which is why i suggested if weapon teams should gain RA with vet as well. The combination of ample amounts of light cover in mid to late game + weapon upgrades + vet basically cuts down the effectiveness of MGs overall.
2- Because it leds to weird behaviours whenever you tried to build a unit or call in it.
The UI doesn't show fractions therefore you could be at 90/100 popcap and instead really be at 90.4/100. While a constructed unit might stay in build queue till popcaps frees out, there were instances of call in units not been built and still consuming the resources.
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Different doesn't mean, that they should get better versions than the origianl fractions.
They have 6men + merge, in 3vs3+ that mean endless Vet3 units. That isn't fair and if you call that asymetric balancing, than please visit the psychologists.
E.g. Osttruppen are balanced, the have quicker refesh, but for that they are easier to hit.
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They get a "better" version if they take it. I say "better" because if you recrew it with anything but cons you are overpaying to reinforce it and cons have an above average target size.
Merge comes at lacking on field healing and ONLY having 3 buggy ladies that have to wank each and every man to get them into fighting shape- but sometimes a lad gets a little too into it and keeps the lass from moving on, assuming they don't get drawn to your allies to try and escape the soviet union....
Trade offs. Strengths and weaknesses.
Easier to keep units on the field, but spend more time in base when forced off.
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What are these supposed weaknesses?
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