Mortars are quite potent as they are, especially when the barrage is utilized constantly. Giving them an even greater potential to influence combat would not just affect MG, but typical engagements as well. The smoke that mortars bear is already a great tool to counter MG crews. Increasing the HE shells in any way would just cause collateral balance issues as any engagement in their sphere of influence would be threatened (as far as I know, you can't make mortars specifically hurt MGs in some way). |
It's a static anti-tank emplacement. Allowing it to shoot through shot blockers gives it a little more flexibility in placement and protection as well.
It's vulnerable to any sort of artillery, as well as infantry and call-in bombings. Unless you have no one in the team with any sort of call-in arty, you should have some sort of counter for it. Plus, it can be smoked, which requires a little more micro on the opponents part to make it useful when you assault. |
While I understand the frustration that price-wise, certain factions seem to have it a lot easier than most, I am not convinced that there is an imbalance as your interpretation lacks consideration of the medic's availability.
The OKW medics may come at the requirement of a tech path, but in exchange, it is placed wherever the T1 is placed, which means it can be placed somewhere outside of their base. Unlike other medics like the USF ambulance or UKF Medic squad, this tech building is a whole lot more resilient to damage, which means removing this healing and reinforcing factor in the game will be a lot more difficult for the opposing player. Sure, the argument can be made that smart players will simply whittle it down quickly with artillery or rush it with significant force, but it doesn't change the fact the medics, once placed, takes far more effort to remove. This advantage of resilience is somewhat lost when placed at base, as most 1v1 matches tend to be, but I believe that is a player's choice and not the fault of the balance itself.
I'll return to the original point now and just summarily go over the other medic options that were conveniently not detailed in their applications in matches. Soviet healing is at a far lower cost, yes, but it is a healing factor that cannot be carried along anywhere. For 200 manpower, it's a stationary improvement. UKF medics are by far the only one with a real argument to make, as they come from essential teching and cost even less manpower (with the cost of a few popcaps) with the added bonus of being mobile. That said, the medics are a soft answer to the recent price hikes of UKF healing upgrades to squads, so if changes were made, I think it has to factor in the faction's economy first. As for the USF, the ambulance, while mobile, is extremely fragile and can be downed with little effort. The risk of having a forward ambulance destroyed is a lot more likely than a truck base.
With those points out of the way, I'd like to also add the point that I disagree with the previous posts you've made about the nature of medic availability. Medics, far as I can tell, are not essential as you make it. They can make a great deal of difference in a match over time, yes, but ultimately they are side-techs in every single case. Optional. While it's typically more costly to have no medics, reinforcing is still the main means of bringing a squad back to strength. |
In team games as soviets, if the opponent is relying heavily on blobbed pfussies or falls, I generally find that they lose steam if you can maintain a constant trade. So long as you don't full retreat in the general slugging, conscripts will inevitably prove much cheaper to replace and maintain compared to their competition. This is compounded once you reach tier 4, where the squad leader upgrade will provide an exceptionally sharp increase in their performance and durability.
Having multiple MG never quite work out unless you're using a Dshk, but having one maxim to resolve an immediate flank while having the bulk of conscripts behind cover will generally prove effective. A mortar is also ideal (as the soviet variant comes with flares which are invaluable in team games), but you need to keep in mind not to overbloat your army composition and end up delaying your teching.
Ultimately, to shut down or break the mass blobbing will be on armour. T-70 is a good choice for plinking away at falls and other expensive infantry, while a more decisive choice would be applying shotgun katyusha (as in firing katyusha at minimal range to ensure minimal spread with high chance of wiping or severely damaging blobs).
Shotgun katyusha is a bit iffy, as you can easily lose them if not well protected, though I've had a few good mind games where I mine up the approaches to the katyusha, which punish anyone who might dive for it. |
Just curious if Relic and the current team ever considered making a patch focusing on performance improvement. The last patch was just a technical issue, but the game was generally a bit clunky when it came to performance. Would be nice to know if there are still dev staff to improve the game beyond just balancing.
Even now, I still don't get red outline when building on the map. It's something the game featured prior to 64 bit and while it's not a big deal, I would rather not have these original QoL features disappear and not get repaired. |