How does the statistic translate in-game? Because here again nickpicking one stat to define a unit doesn't really show anything.
The pz4 is good vs infantry, the sherman HE is better indeed but it doesn't matter for the pz4? It remains good vs infantry.
So for having a better than good tank vs infantry, what counter-parts are there, because if statistic help understand the funcion of a unit, it matter much less in game once all pieces are on the table.
Let's take an example here, the PUMA is bad vs infantry as per its stat but what if there are no counter available to it or no other unit equal to it for the next 10 minutes to be build. Wouldn't you build it everytime to fight infantry? No counter, nothing can harm it, stat wouldn't matter at all here unless you remove entirely its MGs.
Let's take another example, what is better between having a better than good AI tank but no AT support available to defend it or a simple good AI tank but enough AT support around it to make it uncontested where it stand.
So to come back to the Pz4 vs ShermanHE, the comparison isn't really about stat because both units are good vs infantry in the same way but how is supposely established the situation in the game the moment they hit the field. A shermanHE that hit the field facing a dual pak40 or dual raketen isn't going to be as effective as a Pz4 that face a single stuart. Does the extra AI damage compensate it?
And then here again there are so much more variables to be taken in account, the infantry around, other support weapons etc...
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About the riflemen, vet3 riflemen with dual BAR is an accomplishment that usually come on the late game. I don't think obers are an issue anymore but pzgren that comes before you can even equip 1 BAR on one of your squad is an offender for the balance.
The ostheer can have 1 gren with LMG (which is superior to vanilla rifle) or 1 pioFLT and a PZgren before you can equip a first BAR. That's a problem imo.
question then why don't OKW and Brit get t0 indirect arty????
Cuz they are different.
The idea behind T0 mortar is that whatever tier you unlock you'll always have access to the mortar. Now if you ask me then why not making it unlock after first officer unlock, I'd reply because it was then the idea to force USF to build something else than rifle,rifle,rifle early game. Bit of failure in that way we can agree on that.
There is potential for more mobile units. Kubel, M3A1 Scout Car, WC51, and Universal Carrier all could take another look at. I have a video being rendered right now how to balance them, but it could become mobile capture, support, and flanking units.
Not after 5 minutes.
Imo, reducing the fuel income from territory point by 1 should already reduce the game path. And probably already creates new balance issues between factions.
C&C was a solo game with some multiplayer, you can't expect the game to last longer than it takes to finish the campaign.
I didn't bought the game but watched some videos on multiplayer and its awful by today's standard.
Obers come out pretty late. Pzgren timing is a different issue that should be fixed. Sections and Rifles are stronger than Grens and Volks. Cons start out weaker but they scale better with 7 men. IMO Allied light vehicles are better than most Axis ones, but that could be my noobery speaking.
Don't you see the pattern here?
If anything Ostheer was indeed behind in the infantry side until their buffed the Pzgren. Today there is not such -Allied late game dominate with the infantry and Axis with the armor.
Balance is faction wise, not side wise and some factions have been initially designed with such limitation that it is still problematic to manipulate the balance
A large part of the Axis vs. Allies balance revolves on Allies having superior anti-infantry and Axis having superior anti-tank. Giving Allies stock heavies breaks that balance since Allies still have superior infantry but are on par with Axis in terms of AT power, unless those heavy tanks are all Churchill clones.
In term of stock option, what infantry is superior of Obersoldaten or Pzgren?
That's true, but it's another problem.
Reminder that we were discussing the point that if we were to increment or decrease the general amount of fuel gain we would "solve" the TD + artillery meta in teamgames.
What you describe COULD or not be a possible solution, but that's simple something which has to be done from scratch and not possible for CoH2. Maps n tech timings would be too screwed up.
I don't think there is a way to solve the medium tank problem because as you say it is inherent to the game mechanism. Why bothering with medium if they can't win your the game vs a faction with heavies?
The idea I had since long time to make mediums more appealing is to give all factions a general upgrade at some point to buy that give buff to all mediums, those buffs could be a set of the following:
Armor increase
Hp increase
Pen increase
Engine damage trigger decrease
Something that make medium tanks a valide solution till the end of the game.
With low fuel, you get low tier play no medium vehicles (maybe light vehicle) into big impact vehicles.
I don't think it is a problem of low fuel income but constant fuel income. If only fuel points were giving fuel you'd have reason to cut youf opponent from them. At the moment it is sometime more interesting to let your opponent try to cut your fuel while you cap the rest of the map (specially on crossroad with the 2 additional territory points).
Territory points could be giving 1 fuel instead of 3 and fuel points +7 or having 3 fuel points per map so maps would have more strategy dept (rushing fuel or VPs)
I think the low tier play into big impact vehicles has more to do with the forgiveness the game gives to factions having them. The game is too friendly and make it really hard to close a victory only with mediums vs factions with big cats because otherwise players would be complaining they can't have them before losing.
1) I am not arguing that barrage on the jeep is weaker then barrage as a one click ability, it isn't on its own. Also saying the jeep gets nothing from it is ludicrous, as an example(not as the only use) the jeep doesn't do well against garrisoned units but drop a barrage and you've cleared the garrison. This is something the jeep couldn't do previously.
2) Nowhere in either of my posts do I say that carrying a commander inherently makes a unit or ability OP. I just disagree that the WC51 is the only thing that makes the commander viable, which is exactly what "carrying" implies.
If what you meant is that all the abilities are useful and the WC51 just happens to be the most interesting or flavorful, then I misread you.
3) My argument was that units don't need to have a weapon to be powerful or OP, not that the infrared halftrack is more or less powerful then the WC51. OKW trucks were broken at one point and they have never had a weapon. My point was that the utility of the unit should determine the cost and damage output is only a portion of that.
4) Penals have a better damage profile at most ranges then riflemen so it's not surprising that penals have better damage output then rifles. However, the typical M3 build usually has your m3 coming out around the time you have 60 munitions for your flamethrower upgrade so you pop the combat engineer you want to upgrade inside it. That's why I made the comparison. If you want to compare cav rifles in a WC51 to flamethrower combat engineers in an M3 then go for it. I am using practical examples not one for one closest equivalent units.
As a side note, combat engineers do better in a vehicle then RE because RE have huge on the move penalties. Comparing them however is not useful as nobody with any sense puts NONbazooka RE in a WC51.
You could always drop a barrage wherever (on sight) you wanted before it was tied to the jeep. I repeat myself but being tied to the jeep is a nerf for the barrage, not a buff for the jeep.
Yeah your right there is not need to carry a weapon to be broken, anyway doesn't change the idea that a player barely build more than 1 effective jeep per match (not counting the ones you build late game for the barrage) and so I fail to see how the crew mecanic is being abused to the point of being a problem on its own.
I'm pretty sure a M3+CE flamer will deal more damage than a WC51+RM, even with the .50 but I can be wrong, someone need to do the test. Only scenario where maybe that wouldn't be the case is on red cover.
155 Barrage on the WC51 is a nerf for the barrage for the reasons I explained above, not a buff for the Jeep. The jeep gain nothing from having the barrage tied to it but the barrage can't be fire if you don't have the jeep in range. Now maybe you didn't know that before its revamp the barrage were a unique ability fire on sight.
Carrying =! OP, as I said Cav and Sherman really shine if you're already on a good spot and are less appealing as comeback units due to their own nature. Position that a well handled Jeep can brings you. But I have yet to see match sealed by a commonly used jeep. Even in tournament it didn't happened.
Next tell me how a unit that can cap and carry a squad is OP as much as a unit that can sit on the backline and reveal half of the map? (on top of being bugged and permanently revealing units).
Finally I'll be glad if you show us tests between a un-upgunned jeep carrying a squad of riflemen and a M3 carrying a squad of Penal to see which one deal more damage.
Or a squad of RE vs CE on their respective vehicle because I don't really see any reason to compare riflemen vs CE.