Sorry but your logic is so broken.
Not more than yours. but lets not fill a thread about WBP 1.3 with irrelevant issues...
Soviet need to pay 125/25 for AT grenade access
Ostheer need to pay 80/10 for Faust access
Posts: 13496 | Subs: 1
Sorry but your logic is so broken.
Posts: 1487
Posts: 13496 | Subs: 1
Broken logic is very mild word for that. Most relevant issue is the playerxard.
Posts: 2635 | Subs: 4
Permanently BannedPosts: 345
Not more than yours. but lets not fill a thread about WBP 1.3 with irrelevant issues...
Soviet need to pay 125/25 for AT grenade access
Ostheer need to pay 80/10 for Faust access, green access, mortar access and sniper access...
Posts: 13496 | Subs: 1
Posts: 345
If anyone wants to debate that Wer tech tree actually provides them with a advantage over the soviets I would be be happy to do so in another thread.
Until then the fact that Cons have to research AT grenades offer no tangible advantage to Wer that has to built T1 to access Faust.
Moving on I really thing that the command vehicles penalties should be reduced now that one has to use it in a more expensive vehicle.
Actually imo they should probably be different depending on the vehicles type...
The penalty on target size for instance is too much for the AEC while less important on the Churchill.
Posts: 9
Posts: 283
Maybe give the soviets free upgrade but lock it to tiers like Osther :/, somethings must be equal i think if we want balance
Posts: 987
T1 dont give greate map control, for reason that units from this tier have high price, how good control you can have with sniper ? If sniper so good, why we dont see it in 1v1 tourney allied meta stats ? You forget that soviet tiers re not line, thay based on MP coz ligh vehicles compared to axis are in more hight tier.
Posts: 9
By that logic we would have to lock the Lieutenant, Captain, and Major behind extra payments, because no other faction gets units essentially for free with teching. And of course that would require the removal of the FlaK on the Schwerer Panzer HQ for OKW as well (with the medics and repair pioneers having been adjusted already).
While we're at it, all factions should also have five-man infantry squads, remote weapon upgrades, linear teching, etc. pp.
Do you see the problem here? There are already significant differences in terms of teching linearity and teching costs to make up for the differences in side-teching (there's of course also the timing aspect, especially with Ostheer having to research and build a teching level), so how about taking a look at these first before adjusting the teching structure itself?
Posts: 283
I said "SOMETHINGS" not evrything, look games like age of empires 16 years older and still well balance
Posts: 2635 | Subs: 4
Permanently Banned
For the first 2 minutes, soviets will have bad map control, yes. But then the m3a1 halftrack shuts down axis capping and afterwards the penals can push axis off the map and then take garrisons to hold.
We didn't see it in the tourney because Maxim spam is a bit more effective but takes less brainpower to execute. If maxims weren't still so powerful, you'd be seeing even more T1 strats in tourneys.
Gameplay would be improved greatly if the m3a1 and penal-flamers were removed and the maxim were changed.
Do you really think it's right that all the allied armies has an early-game vehicle that can wipe squads and carry units behind MGs but that the axis don't? They don't have anything even close!
But I really think early-game light vehicles should all be similar to the Kubel in terms of damage and durability. I'd love to have the early-game infantry battles and map-hassling that we saw in CoH1. Not this head-to-head static slugfest.
Posts: 4314 | Subs: 7
For the first 2 minutes, soviets will have bad map control, yes. But then the okw flaptrack halftrack shuts down penals completely and afterwards axis pushes penals off the map and then take garrisons to hold.
Do you really think it's right that all the allied armies has an early-game vehicle that can wipe squads and carry units behind MGs but that the axis don't? They don't have anything even close!
But I really think early-game light vehicles should all be similar to the Kubel in terms of damage and durability. I'd love to have the early-game infantry battles and map-hassling that we saw in CoH1. Not this head-to-head static slugfest
Posts: 2742
Posts: 1225
Fixed it for you
Do you really think it´r right that axis can get early snare without paying for it. They have snare for a purpose and if you fail to protect your hmg against M3 its your fault. Once you fuast M3 and have some source of DPS nearby (full health gren, good position of hmg) its dead M3.
Also tier1 doesnt offer any kind of reliable AT so you can punish him for going tier1 by getting 222. And then he punishes you with light tank and then you punish him with mediums and then heavies hit the fiel. This is coh2 concept, if you dont like it, dont play coh
Posts: 8154 | Subs: 2
If you manage to have your penal play shut down by an OKW halftruck...you don't play very well. Thats all there is to be said to that.
Not to mention that come two 2cp you have doctrinal hardcounters to the Flaktruck, and at 3cp you should have a t-70 on the field.
Posts: 4314 | Subs: 7
Posts: 141
Every panzerFaust soviets can compel grens to use delays mines and lmgs. They are a one time use munitons expenditure.
Delays lmgs and stgs and such is an important thing to keep in mind.
Now if resource territories weren't so generic and linear players might be able to try and use that to the advantage. But players can only reduce all resource income generally because there's no way to target the fuel or munitions income except for the one or two points that usually can't be cut off.
There's no real resource denial gameplay in coh2 which is a bit of a travesty and why balancing strategies is such a continual mess: the major principal feature of coh gameplay is nonexistent or barely perceivable.
Posts: 1225
If you manage to have your penal play shut down by an OKW halftruck...you don't play very well. Thats all there is to be said to that.
Not to mention that come two 2cp you have doctrinal hardcounters to the Flaktruck, and at 3cp you should have a t-70 on the field.
52 | |||||
51 | |||||
6 | |||||
891 | |||||
60 | |||||
15 | |||||
5 | |||||
5 | |||||
2 | |||||
1 |