allied vet3 bonuses which function like OKW vet5 is also f*cked up
One of, if not the biggest gripe i have with balance right now.
Posts: 74
allied vet3 bonuses which function like OKW vet5 is also f*cked up
Posts: 17914 | Subs: 8
What do you suggest then?
Posts: 284
The exact same thing I suggested in the million of exactly same threads before this one, in which you participated as well, so you know damn well and if not, you have a million of exactly same threads to look it up.
Posts: 3145 | Subs: 2
Let's just remove every faction and only have Ostheer vs Ostheer mirror matches. Perfectly balanced game now.
How about any more changes like OP suggests and we might just as well remove one of the axis factions and put its units as doctrinal choices, because soon, name will be the only difference between them?
Posts: 2243
Posts: 3145 | Subs: 2
Yeah..and the brits had emplacments where u can sit woith a morta and dont give a fu ck if the germans shot u with kingtiger, stukas, grenades, flametrowers etc
u sit and shoot
Posts: 4630 | Subs: 2
Yeah..and the brits had emplacments where u can sit woith a morta and dont give a fu ck if the germans shot u with kingtiger, stukas, grenades, flametrowers etc
u sit and shoot
Posts: 2066
The exact same thing I suggested in the million of exactly same threads before this one, in which you participated as well, so you know damn well and if not, you have a million of exactly same threads to look it up.
Posts: 17914 | Subs: 8
Shit man, couldn't find it. Could you indulge me again about your suggestions towards grenadier balance.
Posts: 578
I was playing a bit of axis last night and I have to say I agree with all the complaints about grenadier weakness. Sure they can be played effectively and all that, but they just seem to not have the same power as other base infantry squads. Well mainly volks and rifleman. Cons have the own issues(as they always have, but that is a separate discussion).
So why not give Grenadiers a 5th man with a corresponding cost increase?
4 man squads are just too vulnerable to be mainline infantry. Lose 1 man and you've lost 25% of your DPS (unupgraded), lose 2 men and you have to retreat. Maybe some changes need to be made elsewhere too, but I think this would give Ostheer what they need.
The whole point of the 4 man squad was for some asymmetrical balance between Sov and Ost. Well now you've got three other factions in the mix and some of the balance systems for Ostheer and Soviets are just antiquated and need to be revisited.
Posts: 3145 | Subs: 2
Squad spread mirrored to tommies, LMGs limit to 1, there, infantry engagements fixed and balanced without crippling any faction in the process with silly suggestions that don't have a chance to appear outside of mods.
Posts: 2742
Hey, balance expert, how about we test these changes first eh? I know how we can do that! Make a mod and give us the link so we see if it'll be fixed like you said it would be.
Otherwise all that you're saying here is thin air without any proof to back it up with.
Posts: 3145 | Subs: 2
I was a strong proponent of a fifth man for grenadiers for a while.
http://steamcommunity.com/sharedfiles/filedetails/?id=405996712
(Spoiler: They're stronger versions of volks and get LMGs. The cost of 280mp isn't enough.)
Not so much anymore, unless Assault grens becomes a unit upgrade that adds the 5th man. That way Ostheer can have their mp40 squad without losing their faust. Different, but maybe not better. I much prefer changes that help alleviate the more underlying issues with the faction or even all the factions.
Improving entity spread in cover and while pathing is critical.
Things that I actually think would help Ostheer immensely:
Recrewing team weapons using 2 men instead of 3 for Ostheer.
Merge ability for Grens (Maybe one that can only be used on team weapons.)
Self-healing medpacks or Sturmpio variety of medpacks.
Dont mess with him hes some Kind of ceo lead head game Designer on super some secret, succesfull game
Posts: 175
Squad spread mirrored to tommies, LMGs limit to 1, there, infantry engagements fixed and balanced without crippling any faction in the process with silly suggestions that don't have a chance to appear outside of mods.
Posts: 2307 | Subs: 4
You want balance? Cause that's how you get balance, otherwise I think we're all open to suggestions, sadly Relic will probably never implement them.
Both of the Armies are representing the Wehrmacht during it's 2 stages of the war, so I don't see the need to replace, rename and whatever else, their entire function is the same, while in CoH, PE represented more of a Mechanized division rather than the entire Germany Army at one point in the war, you could say the Wehrmacht there was a sort of mix between an Infantry Division supporting a Panzer Division or something like that.
Posts: 9
Posts: 175
When USF got a mortar, nobody complained that 2 allied factions already got their own mortars, on top of that -superior mortars than Axis ones. Now somebody suggests adding another model to the weakest possible infantry squad in the game, and you're all screaming about how it will be too simillar to the other Axis faction?
What a joke
Posts: 836 | Subs: 5
Posts: 25 | Subs: 1
49 | |||||
15 | |||||
49 | |||||
23 | |||||
4 | |||||
4 | |||||
3 | |||||
1 | |||||
1 | |||||
1 |