Well considering with out shreks volks are literal garbage that lose to every other infantry unit in the game I would say if your going to take away literally the only thing that makes them good they deserve a buff to keep them up to par. I completely disagree.
Legitimate question : what gives you the slightest notion vet0 Volks should be good?
Cheapest non-engi infantry in the game, that requires NO TECHING whatsoever, a durable 5-man squad that can throw grenades and salvage and can reach veterancy 5.
In a faction with Kubels, Sturmpioneers and Obersoldaten (where most commanders ALSO have doctrinal infantry or MG43). |
Yeah, the game can be ultra-balanced tomorrow. And then 2 new factions will completely piss on that balance anyway.
In short, MOAR FACTIONS. Game will never be balanced, at least give us more stuff to have in-game diversity . |
You are entitled to your opinion, but in this instance it does correlate with History. I am aware of the south east Asian theatre, and the British/Japanese battles in WW2. I would not mind if a campaign was made of it. I just don't think Relic will do it. |
Yea I think displaying enemies ELO (Skill level) will cause huge amount of drops, there has to be a better way. It is incredibly easy to make a system that punishes early droppers, by the way.
When someone drops early into an automatch game, they are penalized - their ELO is considered to be much higher for purposes of finding an opponent (and allies in team games). This penalty wears off after 24 hours or after the dropper completes one automatch with either victory or defeat. |
They are able to do it, so why not use it. It gives you an advantage like rushing for a mg and put it into a keyposition, so why not use it? By all means, feel free to use it!
But don't mention that as a counterargument to sWS speed nerfs because even without it OKW can STILL break fences cheaper and earlier than any other faction in the game.
Back on topic, my proposal to solve the problem is : the sWS should get a massive (50%) speed and acceleration reduction in neutral and enemy territory. That way it can't be used offensively to help Sturmpios cap vital fuel points in the first minute of the match. And, if you only use it to build base buildings, you will NEVER experience this penalty in-game.
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People are right, if you can include Italians, then faction-design-wise, you can include the Japanese.
Multiplayer skirmishes are not meant to reflect historical scenarios, they tossed that out the window the moment they decided it's ok to have Americans in Kholodny Ferma or Soviets in France. A decision I fully agree with, by the way.
Still, not gonna happen. The two new introduced factions will most probably be thematically appropriate to one another. From what we see, Brits are in, so the other faction, if any, will be something Brits fought. In my opinion Brits did not clash with Japanese enough in the Asian theatre to merit an entire expansion around this scenario. |
My question is : why SHOULDN'T this MG have, say, 10 penetration?
This is the only MG in game locked behind teching. It was purposefully taken to be the heavy, .50cal monster (as opposed to .30cal which was in CoH1 and therefore a clear choice), which costs more than other MGs. It also has a reinforce cost closer to that of Sturmpio than of a Rifleman.
Meanwhile OKW get Kubel with no teching, no reinforce costs, and at arguably less price.
There is no reason why it should not shred light vehicles like MG42 with AP ability on. At least then I would be able to say "yeah okay, it's a bit lacking in direct infantry confrontation but its multipurpose role really makes up for the increased price".
It's in LT tier, after all. |
That's why I use the truck to destroy the fences. Remind me why would the OKW need a free truck to be able to break fences when every other faction needs to pay for a light vehicle to do it, in some cases upwards of 100 fuel in teching cost, especially since OKW have the Kubelwagen, which is not only cheap but also has clear utility in the early game? |
Regarding Soviet design :
If the Soviet faction is designed to rely on commanders more than on stock army, that is fine.
If the Soviet faction is designed to rely on commander call-ins to handle most Axis builds, then all Soviet commanders need to include a call-in tank. If a commander does not in fact have a call-in tank, it should compensate by giving other tools and advantages.
Some commanders should be allowed to be more situational than others (Urban Defense comes to mind). A niche here and there to open up the meta sometimes. But you can't have 6 "core" commanders and 20 "niche" commanders.
Axis heavies and (medium-heavy Panther) are a reality of this game, a constant in team games and most of the time even in 1v1s. Any faction / commander design must take this into account.
If there is a commander with whom you can't hope to win against Axis tanks, that commander needs to be redesigned, plain and simple. |
.50cal is a 4-man squad with a 25% received accuracy modifier that goes up against factions designed to deal with 6-man weapon teams.
This penalty was introduced back when it was only Vanilla factions, (AND before March Deployment if memory serves, while small arms were pretty meh) because it would take forever after flanking a Maxim or a MG42 to actually kill it with small arms.
I have nothing against that penalty by the way, it is nice that weapon teams are more vulnerable than main line infantry.
But to put things into perspective, you need the amount small arms fire required to kill just a bit over 3 riflemen to completely drop a .50cal squad.
This affects all US 4 man weapon teams but the MG is the one most often exposed to enemy small arms fire, so this is where people notice it the most.
Even without Obersoldaten in the discussion this is clearly problematic.
Now proceed to include Obers into the equation and laugh. |