How is it combined arms when two units fill out the same role? All they would be are cheaper rifles, nothing more.
Ones defensive, the other is offensive. A cheaper but less effective rifle substitute= more MP available= more opportunity to use units besides Rifles, which= more combined arms.
Say what you will about my idea, but pretty much every USF 1 vs 1 is riflemen and a light vehicle steamrolling into Sherman, rifles eating up so MP that you can only afford to reinforce them and tech up. Every 4 vs 4 a USF player by lategame for all intents and purposes doesn't have infantry. (Unless you blob RE.)
Buffing Rifle reinforce cost will only further encourage heavy rifle play with no risk, which is bad too. |
Nearly 76 % winrate and fanboys still ask for buffs... LEL
To OP:
REs are cheap builder squads, that's their purpose. Combat units are riflemen. USF are designed around them, not REAR ECHELON troops.
This isn't about the strength of the USF, it's the one-dimensional playstyle. 3 rifle M20/RE spam gets old believe it or not.
Id totally be down for rifles lategame to be nerfed if it meant combined arms and other build orders were actually possible for the faction. |
Uhm vet 3 rifles don't let you bleed anymore, they hardly die
Most lategame infantry kills are from snipers, explosions, and vehicles. The rifle received acc change didn't make them cost efficient lategame, it made them less cost inefficient. Rifles lack the crazy vet and lategame support of Brits, and pure quantity of Soviets. They compensate by being insanely good from game start to roughly 10-15 minute mark.
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Which makes no sense, because rifles.
But currently rifles stats and design force you to win in 10 minutes or lose because of MP bleed. So right now if you want to not be forced to win in 10 minutes as USF you have to spam RE blobs. Making REs more into basic troops offers choice:defensive line squad that needs Racks research and if attacks will bleed, or offensive line squad that required Grenade research that will bleed if you defend.
Would solve USF staleness to a large extent and have opportunity cost, so you can't just invest in both and dominate at all game stages. |
But rifles already exist.
Your changes would completely take the unit out of the game permanently.
I don't think so. Right now unless your going for Price cheese/sweeping REs are already out of the game permanently.
They would become a Volks/Cons analogue. |
The current design of the unit encourages them for LMG/Bazooka blobbing, or purely builder/capping roles. This is because:
Low durability yet cheapness encourages using them en masse with equippable weapons. While this in itself isn't bad, it encourages spammy gameplay (not going to call out any individual players here...) and prevents a player from using REs combined with Riflemen because of the conflict in resources. Rear Echelons spamminess lends itself to cheese while not helping the USFs viability when played "correctly", in other words.
The solution? Turning them into a legitimate unit from the first second of the game, with everything that implies.
Squad Changes:
4 men to 5 men at vet 0, decrease close to medium range cooldown on their carbine for mild (say 20%) dps increase at close range and half that at medium range. Inventory space of one as opposed to two.
Entity Changes:
Nerf reinforce of each model to 23 MP; this combined with vet 0 5 men makes the squad cost 230 MP.
Veterancy Changes:
Vet 1 and 3 are fine; Vet 2 additional squad member is replaced by a moving accuracy increase and further buffs close range to medium cooldown on their carbines for faster fire rate.
Ability Changes:
As an ability, Volley Fire combined with these changes it's ultimately fine, however implementation is overly simplistic. Instead of targeting a single target squad, being able to "paint" an area to suppress into just like the Centuars Vet 1 ability would be really cool and promote more micro. |
Yeah that game was proof it's literally game breaking. Zero micro or risk, maximum reward. |
For Ost and Sov vet 1 should remain an optional macro tax to improve economy, but they could be changed slightly.
First Aid should function identical to Brits but cost 15 munis.
Replace flare mine with "rapid reinforcement", pay 15 munis and the squad its activated from reinforces 50% faster. |
Umm, mortar, sniper, ISG all are good. LMG grens and Obers at range are good too.
Tbh commandos could use slight cost effectiveness decrease, but in total they're fine. How you deal with shocks? Apply similar logic to commandos. |
ISG and pack howitzer should either be an anti emplacement/garrison tool, or direct fire infantry support. Right now they are too good at both jobs for price.
Besides incendiary grenade, OKW is like soviets in that you need specific commander to reflect what you do. Infiltration grenades, Fals, etc are early to mid game anti garrison counters that should last you until you get the crazy toys out.
USF don't need pack howitzer at all tbh, it should be replaced by a light mortar. |