Can't you people just accept that this game will never be balanced and will remain shit for the rest of its life span?
CoH3 FTW?
Posts: 543
Can't you people just accept that this game will never be balanced and will remain shit for the rest of its life span?
Posts: 17914 | Subs: 8
Put it back at 240 MP, the special bullets should be ready faster, and if I'm going to have it as backbone of my army, it should better have a nice setup and deploy buff. I'd be very weary of having my mainline unit having to be stationary to fire.
Posts: 543
I'm not quite sure if you understand what backbone of the army means.
Because to me, you seem to firmly believe its mainline infantry and for some unknown to me reason, you believe it should be always cheap.
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......
Posts: 17914 | Subs: 8
Sorry, I was trying to be ironic.
EDIT: and got excited
Posts: 543
Not enough bartons to empathize irony
These lil emotes are the only things that allows us to tell apart fanboy from someone sane at times
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Jesus Christ guys, USF can only build Riflemen while Wehrmacht give you an option to build T0 MG-42 and Grens. Combined Arms is they key in winning engagements.
Posts: 1304 | Subs: 13
Jesus Christ guys, USF can only build Riflemen while Wehrmacht give you an option to build T0 MG-42 and Grens. Combined Arms is they key in winning engagements.
Posts: 1930
Hopefully got the calculations right, but that is pretty high for a base unit with good firepower. I would tone it down a tad more to maybe 10-15%. Or we could find more interesting options like reinforce cost, ability cost or other thing locked into their vet.
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Jesus Christ guys, USF can only build Riflemen while Wehrmacht give you an option to build T0 MG-42 and Grens. Combined Arms is they key in winning engagements.
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Jesus Christ guys, USF rapes Ost and OKW. Combined arms do shit, grens getting raped by the best infantry, getting the MG-42s smoked by the cheapest smoke. Best light vehicles shut axis down.
OKW's combined arm. LOL.
Katitof, I'm not sure what breaking the balance means. Oh, wait, you're a fanboy, nvm.
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So what do you guys suggest then? Scaling back Riflemen's current buffs will leave us with the same problem as before. Riflemen need some sort of adjustment where the USF player is not floating fuel while lacking man power late game.
Posts: 871
revert the rifleman and conscript's terminator veterancy and nerf the grenadier's accuracy bonus to match rifleman's.
and nerf the Tommies' veterancy as well.
here's something I made:
https://docs.google.com/document/d/1Inz2WPHDuwpHQx8KJHTy4Uw-6vuRZgYQzmHUv_0xNv0/edit
Posts: 1930
I'm not sure why you want to nerf conscripts, sure they are more survivable than they were but they are still pretty crap at doing dps, don't scale all that well offensively, have no lmg be it core or from a doctrine and the only weapon upgrade they do have cripples long to mid range dps while still having to pay mp and fuel for their upgrades to keep them being semi useful in the late game.
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first, no one use flare mine, so might as well replace it with something useful.
"something useful" in this case means a free weapon upgrade. Tommies get two "elite lee enfield" at vet 3 and I think the conscript should get something similar to help with their awful dps.
Posts: 1930
Pretty sure that's just visual and it's really just +40% accuracy and -20% cooldown at vet 3, regardless of what the men are holding, like the sum of Scripts' offensive benefits from vet.
Posts: 3103 | Subs: 1
https://docs.google.com/spreadsheets/d/1LOYMDi_XR7rILsk6HbAZqGihsk22t-45C_6NbQEP-m0/edit#gid=0
the scoped lee enfield from vet3 are better than the lee enfield rest of the squad are using. Yes, this mean the tommies get more of a boost in firepower than just the +40% acc and -20% cooldown.
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