Assault Grenadiers costing munitions.
Posts: 333
(MOMENT OF CLARITY)
- "I know! Lets make them cost munitions so the flame Half Track is also delayed! Brilliant!"
They kind of forgot, however, that unit callins never cost munitions in the CoH universe. Unit callins cost either manpower (infantry mostly), or manpower + fuel (mostly vehicles). Munitions are, as we all know, used for arty callin or ingame unit abilities like grenades. Having units cost munitions all of a sudden is a huge inconsistency.
Please change this. Make them cost more manpower, add some fuel or have them require more cps. I don't care, just as long as this weird inconsistency is fixed.
Posts: 604
They could balance that by reducing the cost of their grenades. Those are pretty powerful but 60 munitions when you have already paid 50 to call them in?
Moving them to 1 CP (or rebalancing their performance/MP cost) would probably have been a better idea to be honest.
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This is coming up with a sloppy solution to a problem that should've already been detected during balance testing.
Barton: I would gladly discuss how to balance Agrens with you but I didn't make this topic because of that. This is about an infantry callin costing munitions which is nonsense in the world of CoH as we know it.
Posts: 93
The nice thing about relic's approach is that it both slows down the initial build, and it does make for a trade-off in resources that will hurt the early pgren with shrek support, and equally slow down the upgraded scout car as well, giving an m3 some breathing room.
Assuming you still get a reasonable bang for your buck in terms of early game dominance, these units might still translate into having MORE munitions and resources in your pocket early, at least partially offsetting the cost. This new cost might curtail that dominance quite a bit though. Maybe the manpower should be returned to some degree, and the munitions cost dropped to 30 or so.
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lvl 0 call ins is also not vcoh.
True, but having them doesn't "break" any rules; it just adds. Having infantry callins cost manpower and munitions breaks the rule of what munitions are used for in CoH. It's a very ugly solution to a problem.
Posts: 2561
True, but having them doesn't "break" any rules; it just adds. Having infantry callins cost manpower and munitions breaks the rule of what munitions are used for in CoH. It's a very ugly solution to a problem.
I think increasing the cooldown of the call-in could work. This seems to be more of a panic move by relic since we know that the balance team didn't have it for long.
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the only reason I was getting this unit was to throw out an early squad to contest fuel points that normally get the first conscript squad while the first gren is building. With a mun cost, this doctrine just lost a lot of interest to me. I never made more than 1-2 AGs for a balanced army anyway. If someone is spamming them then they are terrible and deserve to be ran over by t70s
The problem with them before was that no one could even get to T3 or barely T1 for that matter. You could easily build 3 of them right off the bat, push the soviets completely off the field, skip T1, and get out a scout car before your opponent could build a M3 to counter them.
Note that since they were call-ins they could be sent in as soon as the game started, before even the first conscript hit the field.
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the only reason I was getting this unit was to throw out an early squad to contest fuel points that normally get the first conscript squad while the first gren is building. With a mun cost, this doctrine just lost a lot of interest to me. I never made more than 1-2 AGs for a balanced army anyway. If someone is spamming them then they are terrible and deserve to be ran over by t70s
Yes this is how they were most effective, and now they are not for t2 start. For a quick fix they should have increased their cost a little and increased the call-in cool down significantly.
Note that since they were call-ins they could be sent in as soon as the game started, before even the first conscript hit the field.
A small increase in cost could have helped in delaying them.
Posts: 409
Essentially, in a 1v1 setting, you're building the unit to help counter itself. Pretty stupid if you ask me.
There's really no significant benefit to building assault grenadiers if I can just build panzergrenadiers that cost no (precious) ammo and or upgrade my regular grenadiers with LMG42 for only 10 munitions more, both of which melt infantry faster.
Plus, why go assault grenadiers doctrine when I can go osttruppen for early game capping dominance. It really doesn't make much sense.
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IMO as long as the munition cost change balances the game, it's fine- inelegant and inconsistent though it may be.
Here's my alternative cost change though- I'd keep the cost for the AGren squad the same, or very similar- but increase pop cost, reinforce cost and reinforce time very significantly- say 12pop per squad, 40-45mp per man. That way if the german player doesn't sink muni into the healing bunker very early he'll be stuck with very significant manpower drain throughout the game.
Posts: 409
Here's my alternative cost change though- I'd keep the cost for the AGren squad the same, or very similar- but increase pop cost, reinforce cost and reinforce time very significantly- say 12pop per squad, 40-45mp per man. That way if the german player doesn't sink muni into the healing bunker very early he'll be stuck with very significant manpower drain throughout the game.
No. Soviet 2-man snipers would be trolling you all day.
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No. Soviet 2-man snipers would be trolling you all day.
That's the point of it- you can't rely on AGrens only once the Soviet player starts transitioning out of Conscripts, or you'll be in trouble mid-late game- or you could exploit the synergy of the doctrine with T1 skipping and go 3X AGrens -> Scout Cars to counter the sniper.
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