Given the cost efficiency of the new OKW medics, we want to try one an iteration that makes medics less difficult to backtech to and give OKW more options without needing to pay a large amount of resources for basic indirect-fire.
150 manpower and 10 fuel: Offers Le.IG upon completetion which now comes from off-map
Medic Upgrade Cost: 50 manpower and 10 fuel
Battle Group Upgrade: 100manpower and 20 fuel: unlocks 251 Flak Half-track, the UhU Searchlight
Half-Track, Infantry Weapon Upgrades, and ability to reinforce: 15 second research time
Ok this is the best change in the entire patch so far. Gives OKW the option to go for an earlier MG, and more affordable backtech for LEIG and Medics. Fantastic job mirage et al.
Stuka change was necessary for sure. Will require further testing.
After playing several patch games I have 2 suggestions about brits (they aren't new, just not mentioned in this patch):
1) can we make "crew repair" for uc not aviable when in combat, just like any other crew repairs abilities?
2) I think AEC's tread shot full stun is too much, maybe nerf it a bit to slow down enemy vehicle by 90-95% (just like pak40 ability, which was nerfed in a similar way).
My point is that:
USF where designed to be about decision making do I want support weapons or light vehicles?
Soviet where about decision making, do I want tank or TD do I want infatry or support weapons?
UKF still have some choices that are being removed like do I build an AEC or bofors?
These decision making has been slowly been removed in the new environment it is seems "inevitable" or "necessary evil" for OKW to also have less impactful decision making.
This is completely unrelated and doesn't make sense in the slightest. How is any of this relevant to the OKW battlegroup healing.
The Soviet vs OKW matchup is fine as it is anyway. It's USF and UKF that are too strong now compared to OKW and considering Soviets got more nerfs than buffs with the recent patch I don't see how this is going to change.
They finally need to do something to make OKW playable against UKF and reduce some of the over the top units USF has.
Also Ostheer has gotten so many buffs over the last couple of balance updates that there is really no point in playing OKW when Ostheer can do everything better including early game pressure with aggressive infantry which used to be OKW's main strength.
The patch changes a lot about OKW vs Brit balance. AEC timing nerf, capping nerf (further delaying aec), valentine massively delayed, sturm schreck making the aec even worse, insane hetzer and ostwind timing, possibility of quick obers, free heal included in an already extremely powerful tech route
Hopefully keeping Battlegroup's medics, that was my favourite change of the lot. It didn't sit right with me that the truck with the giant cross on it didn't actually heal you.
I'm sorry but you can't be serious? It has a cross and thus it must heal by default? What kind of argument is that.
The medics being an additional sidetech is a must to keep OKW tech at least somewhat interesting. The current all in one tech literally makes them void of any decision making. What should be done instead is separating the medic function of Battlegtroup from the unit access. Each of them should be a separate sidetech. This way OKW can backtech for medics without paying the full cost and has the option to save ressources by using med crates giving the faction some much needed flexibility.
There is hatred, but it is not irrational. They do not fit into the core cover gameplay because they ignore it. Furthermore Relic has failed to provide proper counters and has made the mistake (again) to not give all factions access to one. This makes them very annoying to deal with for many players.
I dislike them as well, I think they should have been replaced by recon squads like JLI or Pathfinders with more utility. Do note though that this is just my personal opinion, I didn't weigh in on these sniper changes as it's more of a 1v1 affair.
I do think the current changes to the sniper might be fine on their own but that they might be a bit too much in conjunction with the HMG crew formation changes because this causes some issues. Something to keep an eye on.
The Scott has been on the list of overperforming/annoying units to tackle for years. It's been touched before but those changes haven't had the desired effect yet. Now they're being followed up on. The Scott has been on both my and Miragefla's balance wishlists for months. We would never let 1 game or 1 player, or outcry because of 1 game, influence decision making.
I'd say both are more annoying than overpowered in most matchups. Regarding the Scott I was referring to my personal impression of the community.
Glad to hear you see the HMG/Sniper problem.
I completely agree that snipers are broken design. The irrationality comes into play when judging their strength. No units balancing gets complained about more and oftentimes unjustified.
Recon utility squads with a snipe shot would be my dream solution to at least somewhat negate the sniper problem USF and OKW have but I'm asuming this would be out of scope?
Possibly some single game from a 1v1 top player, because I can't imagine snipers being issue below absolutely top level play in very specific match-ups.
There's an irrational hatred against snipers. Just like there is one against Tommies. People just dislike playing against them. Ironically a lot of people hate both of them and by nerfing sniper they buffed tommies.
Btw: what you described happened to the Scott. One tournament game where it performed well because OKW kept playing into it and everybody is screaming for nerfs.
Because the main problem with PTRS as an AT weapon is reliability and micro. It's a defensive weapon that only punishes people who stay for a long time and are indecisive in regards of what they want to do. All other AT Infantry can just shoot a rocket and move while reloading. If for whatever reason the targets leaves range by the time the weapon finishes aiming you have to repeat the process.
What makes Penals threatening to an Ele/JT is their AT satchel not their PTRS.
I think there are 2 complete different issues.
1- PTRS doesn't make Soviets have a mobile AT platform in the same way all 4 other factions have.
2- Giving them another 2x PTRS will indeed increase their AT capabilities and make them not be dead weight.
I just think IMO, that Penals would had been much better as purely AI units with AI upgrade which can tech AT nades for making their satchel sticky and any early AT they required would be supplemented by the 45mm.
Also PTRS are not good enough against FHT, Flak HT nor Ostwind.
I don't think ptrs are that different from other infantry based AT. The core of the problem is that in any kind of T1 build your mainline inf serves as AT. And no one seems to be able to make this work in practice. Which is why Penals need to return to a pure AI role with AT satchels as snares. Giving a third PTRS won't do jackshit imo. The challenge is to figure out how to give the soviet T1 a viable soft AT option. The M42 and AT Satchels after ATNade tech would solve the balance issue but imo it's a very lazy solution further promoting the maximum meta double ATGun play. It would effectively mean that every single game soviets are forced into double at gun. (either double ZIS or double m42)