Then if it was only for Volks, they would have giving 10 manpower more, not 100. When they reduced the price of sturm they would have reduce it to 300 from 340. But they didn't because those 100 manpower are only there to cover SwS manpower price.
When they did that they didn't thought about OKW being able to field 4 volks squad so fast and in fact balance was really different back then.
They started to equalize more or less all factions early game some months after with Mr.Smith but they didn't really touch OKW, OKW changes on early game level are all about pzfaut and flamnade delay and cost, not about manpower available early game.
Today the game is really different and what I see is that we're taking a lot of effort to balance SOV/USF/UKF early game because of that than simply bringing back OKW early game power level in line with other and nerf the cheeses options they have that also affect Ostheer. |
No, the truck cost is there to put mp cost of OKW teching in line with all other factions teching.
It literally is there because of sturmpios cost taking away enough from starting mp pool that it would prevent volks from being built straight away.
The extra 100 manpower they get is to compensate the manpower cost they added to trucks, can't be more clear and precise.
Let you check post 102
100 manpower added at the same time SWS Trucks became constructible. from 240 to 340. 240 was enough to build your first volks squad or kubel right off the bat. |
Sorry, but that's pure bullshit, the fuel part.
While starting unit is not free, 2 factions are getting compensation for high cost of initial troop and 3rd one just gets extra mp "because".
Each and every faction starting fuel is determined by the intended timing of tiering. It has absolutely NOTHING to do with starting MP and OKW, Ost and UKF pay a grand total of NOTHING for the bonus MP they get at the start, the only reason that bonus mp is there is so OKW and UKF can actually start building new unit instantly at the start instead of waiting couple of seconds for mp, ost rides of walefare at this point.
If what you are saying was even remotely true, soviets would still start with 50 fuel.
Which translates to much less crippling debuff they get out of cover now.
But its still a debuff.
OKW get extra 100 manpower since a year and half only because they added manpower cost to trucks. Imo this extra 100 manpower is the root cause of balance issue we have today allowing OKW to field one extra unit early on and forced every allied faction to cheese hard early game with M3/UC/WC51.
Removing it would help rebalance the game a lot without powercreeping every faction. |
Epic says it will stop store exclusives if Steam offers a better cut
There is something fabulous here is that everyone is talking about steam excepted steam themselves. Would be fun if steam replies "don't care, continue with your store exclusives."
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I always thought Conscript could use the refit ability so you can replace a squad with a more dedicated unit.
T3 could allow you to refit a conscript squad into shock troop
T4 could allow you to refit a conscript squad into Guard squad
It would bring more diversity to the faction, even if you don't chose a Guard's doctrine you can still have them on late game.
I'm not talking about cost but don't say it should be free from cost. It's just a general idea. |
I just wanted to remind people Major Recon is a way to spot for you Calliope.
Thankfully nobody talk about spotting. |
Hey guys,
me and a couple of friends have this exact issue for a couple of days. Feels like playing with 2k ping.
First of all, thank you for investigating. Secondly, I can't help but call BS on the "possibility that this is actually a provider, infrastructure, or other such issue" part. We have 3 different providers in our group, come from different regions in Germany and have stable ping in every game but Coh2. This is clearly a server side issue. ^^
I haven't heard about such issues from the French community and here in Spain I haven't had any input lag for months. So yes, without much investigation its look like an issue from a connector in Germany. And a part of internet infrastructure isn't managed by local ISP, failure could come from so many places...
Dunno if possible but if all impacted users could share their location on a map we could maybe see a pattern. |
The Calliope doesn't really need those as its big HP pool allows it to drive up close to minimize scatter and gives plenty of time to react to a dive. Can't have it all.
What the point here? How do you react to a dive if you have nothing to defend your calliope?
Calliope having biggest scatter in exchange of a biggest lifepool is a fair balance but it doesn't mean your calliope is safe from diving. |
I agree with some of your points (especially about the "identity" - i would like to see the dozer sherman from armor company in usf urban assault) but maybe the problem is not the "bad" new commander but the op mechanized commander and the CP0 callins which are meta these days. Its hard to stomach that players (rightfully) complain about heavy callins but happily use 0CP callins and super cheesy light vehicles that give them a significant advantage.
I know its off topic but right now its not fun anymore to watch 1vs1 casts because US players simply destroy even the best wehr players. Light vehicles (US Jeep and sOVIET clown car) just have to muchg impact for their cheap cost. OKW players can at least build an early rakete but wehr players are completly helpless especially against Mechanized.
How many time have you see USF being picked up on tournament before the WC51 rush strat? Me once: Nicko using Recon which became instantly nerfed after that. I'm not particularly fan of WC51 opening strat with Cavl rush but the fact is, that's the only thing that works well vs OKW early game.
USF standard build is at the same level than Conscript build vs OKW, useless unless you outmatch your opponent.
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I have the feeling the game economy has artificially inflated over the last years due to the various balance patch reducing unit prices or reinforcement cost.
What is your opinion about it?
I'm playing mainly 2vs2 and the amount of games where I'm floatting at 600+ manpower even having a consistent army is baffling me. I can't remember that some years ago I had so much manpower around 7-8 minutes marks and be able to build 2 caches (and they are now more expensive).
I recall that building cache some year ago had another price than 200 manpower, reducing your army composition by a unit.
Even on 1vs1, on my games or watching cast or replay, I see that players have usually a lot of manpower. Losing an early VG squad? instantly replaced by another one or a callin unit.
I have also the feeling that army composition are bigger than before.
Thinking about it, it obviously has consequences on balance. Single expensive units see their cost opportunity reduced by the fact there is more manpower available to build or reinforce them. On the other side cheap units see their cost opportunity increase and hitting micromanagement glass top.
Let's take Conscript as an example (hot topic today). They are supposed to be cheap and early game be used to overwhelm your opponent form different angles. But since your opponent can also build more units and reinforce them as much as you, or you build more conscript squads or you can't overwhelm your opponent's more expensive units.
Building more conscript squads suppose to be able to manage them enough well to get the best of them during combat. But for the majority of players there is a limit of units you can single handle during a battle, so having more conscript squad isn't going to give the supposed edge your expected to have by having 1 or 2 more squad than your opponent.
The question here is: Are conscript so bad or isn't simply your opponent that can field enough squads to negate their advantage? You think it doesn't answer the question of Conscript late game performance? Well, if conscript would give you more early game, you'll probably be on a better position late game to seal the game before they become completely useless. Or maybe a simple reasonable buff would be enough from T4 as proposed by the balance team.
Same question for Tommies: Is it normal to be able to field 4 tommies squads and a UC on 1vs1 with so little economic downsides? Here again how Ostheer or OKW are supposed to deal with it.
My opinion is that this inflated economy has created a large part of the balance issues we're facing today. Penal, VG or Tommies are probably fine as they are and the problem with them relies more on their opportunity cost, if there were less manpower available soon for them to be build or reinforce VG couldn't be spammed, T1 M3/penal could probably become not as viable as it is today vs OKW, 4 tommies/UC would become 3 Tommies/UC giving more opening to their opponent etc... |