What I don't really understand about those USF OP topics is that USF only received the close range dps buff for the riflemen and several nerf on its mid/late game indirect fire this last patch. I could understand such topic if USF players were abusing the shit out this riflemen buff by spaming them but no, the concern is about building the minimum of them early game.
So how suddenly 2xRM and fast Lt is becoming a thing? M20 is still counterable with one 222 and you can still build 2 222 to close the deal, M20+Stuart still cost 90 fuel to which you need to add the ambulance and potentially BARs for a total of 110 fuel investment. I have seen in my games and on twitch Ostheer players have just forgotten the use of their T2 building, blindly attract by the power of a fast Ostwind supported by a pair of shreck. Yes 100 fuel worth investment early on on light vehicles isn't something you can deal with lightly by just spamming more gren and pzgren until you get your goddamn Ostwind/pz4. You can build 3 222 and still win the fuel contest vs it.
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The 2v2 tourney wasn't played with current patch. I am not talking about USF being OP months or years ago. OKW heal costs fuel too. Many popular USF doctrines have Riflemen field defences (sandbags and mines), so this doesn't convince me either.
Not sure what mysterious "special fuel and manpower costs" USF has. If you are rushing a HE Sherman (probably best medium tank in COH2 if you consider price) you pay 55+120+110-20 (265) which is way less than the 25+15+120+15+140 (305) you would pay for a OKW Panzer 4. If you rush a Stuart you pay 55+70-20 (105) and Luchs is 60+60-10 (110) or Puma 60+70+10 (120). Why would USF complain about "fuel and manpower costs". OKW gets grenades and weapon upgrades for free but their tech is more expensive, USF has no advantage here.
Maybe add the cost of the ambulance, BARs and grenade to make you comparison more relevant. |
I don't really understand those Gren vs RM or Volks vs RM comparisons in a vacuum.
Gren are supposed to be supported by a HMG at least (could be a sniper as well) and Volks by Sturm (and even Kubel) in the early game while Rifle are on their own unit T1/T2 unlock and potential HMG support since RE isn't going to be a game changer that early.
So evidently RM must be superior to Gren and volks since they also face their T0 hard counter in the form of HMG, Sniper and Sturm. |
If you don't personally see the use for the 3 man officers, upgrade them to 5 man.
You've got that choice.
Your Idea doesn't make sense, just admit it and move on. |
Cap. Crew vehicles. Stick some bazookas on them for an extra AT squad. Crew a team weapon to ditch the squad entirely if you don't actually want it.
You could also use the Captain specifically to supervise production without tying up a hefty chunk of pop sitting in your base doing nothing.
Or spend 83 MP on making them 5 man. I see no reason you couldn't offer that upgrade to the Major too.
So being a burden more than anything else in definitive. |
How about this?
Make all Officers 3 man squads.
Give them a 25 MP upgrade that expands their squad size back to 5.
When you throw in the reinforcement cost, that's 283 MP.
No more power spike, and you have the option to not upgrade the officers if you don't want more mainline infantry.
And what do you do with this squad of 3? |
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let's do some math, at the earliest u can get stg by paying 15 + 25 - 10 from the starting fuel
usf and ukf can pay 15 fuel instantly to get them so they are already faster but obv u gonna cry saying "noooo they don't get tech", then ok
ukf + tier 1 = 15 + 30 - 20 form the starting fuel
usf + tier 1 = 15 + 35 - 20 from starting fuel
again are they the earliest ?
You're playing Coh2 on a Excel spreadsheet table, me not I'm talking about the game Coh2 with graphics and in-game mechanism, strategy and tactic and stuff like that. Here probably lie the reason we don't understand each other. |
OKW easily has the most expensive medics of all factions (370mp and 55 fuel) and they are stuck behind non-lineair tech too (and in the less popular pick even). Also, very early game munitions investments are very important (one nade or one snare, or lack of munitions for one, can have a huge impact).
Imo it's fine that OKW can choose to put down med crates very early, as it significantly sets them back in using abilities and getting weapon upgrades.
As for Soviets, they are kind of meant to struggle with healing, to compensate for their extended field presence provided by all their squads having a high amount of models.
It set them back so far that they still usually upgrade their first STG44 before any other faction. Being able to heal from minute 2 ou 3 up to 9 squads is a major bonus in term of field presence at this particular moment.
The question is not to keep it or remove it, but if is it balance for OKW to get them so early in the game. Only UKF access to their healing as fast and it is as per faction design. |
Why the balance team buffed them is a mystery, they did it just after Devm rant but assume they already had it planed before. Riflemen didn't needed a buff but small readjustment.
They could have
- move some of their vet3 RA to vet1
- reduce officer build time by 10/15 sec allowing USF to close the 4th unit build gap and maybe increase .50 build time by 10 sec in exchange.
OKW
- reduce their starting mp
- move sandbag behind vet1
I guess the issue today for OKW is the early bleeding. Not that OKW bleed more than before the patch, they probably bleed a bit more due to riflemen buff but they have less early manpower to replace the losses. |