Granatenwerfer change surprises me. So the obvious counter to Maxim spam just got nerfed?
Panzergrenadiers - Reinforce cost reduced by 10% Unneeded change.
Conscript PPSH - Increase their mid and far range profile so the weapon itself is not an immediate downgrade in overall dps.
Mid accuracy increased from 0.23 to 0.43
Far accuracy increased from 0.115 to 0.2
Would have strongly preferred a different buff.
M1918 Browning automatic rifle - We are increasing the BAR rifle on the move accuracy and cooldown to promote more aggressive tactics when units are equipped with this weapon. They were fine. USF was not, but the BAR was fine.
Bazookas - Small cost adjustment to bring the weapon in line with its performance. Would have preferred a different buff.
OKW - All squad upgrades are able to be upgraded out of territory. Er, why?
Fallschirmjäger - We are looking to minimize the heavy attrition cost of this unit. Would have preferred a different buff.
Obersoldaten - We are looking to minimize the heavy attrition cost of this unit. Would have preferred a different buff. |
The MG 42 Grenadier version from German Mechanized or the Panzergrenadier version from Mechanized Assault? Both. And I suppose that 30 fuel would be a bit much. Was just an arbitrary number. |
Relatively minor suggestion, but I think it would be an improvement if the Sd.Kfz 250 call-in vehicle arrived without any infantry inside of it and got a cost decrease to around 200 Manpower, 30 Fuel, and 5 Population (from 500/490 Manpower, 30 Fuel, and 11/14 Population). This would give Ostheer players a few more options, as the halftrack would be easier to call-in and could simply be filled with whatever infantry squad happens to be available.
Right now, the vehicle can't be called-in if the player has over 89 Population used up, and the call-in might be providing an infantry unit that the player doesn't necessarily want. Making it so that the vehicle arrives without any infantry inside of it would make the ability a bit more flexible. |
Give them six guns. |
I really don't understand what the purpose of the Ostheer Jaeger Light Infantry Upgrade is right now. It's a crappy upgrade for Panzer Grenadiers and it's not explicitly better than the LMG42 upgrade for regular Grenadiers, either. I get that it will outperform the LMG42 at close range and while moving, but a special commander upgrade should be doing a bit more than that. (And yeah, I know about the interrogation feature, but is that really that big a deal?) In their current iteration, the G43s are a redundant and rather underwhelming commander ability.
Same thing goes, I guess, for the Soviet PPSh Package, which seems pretty meh as well. I don't really use it (doesn't that says something right there), so it's hard for me to assess.
TL;DR. The Jaeger Light Infantry Upgrade needs to be changed so that it's more than a novelty alternative to the LMG42. |
In terms of abilities already in the game (just trying to create strong doctrines):
Ostheer Artillery Support Doctrine
Mortar Halftrack
Panzer Tactician
Spotting Scopes
Stuka Bombing Strike
LeFH-18 Artillery
Ostheer Combined Arms Doctrine
Panzer Tactician
Spotting Scopes
Stuka Bombing Strike
Stuka CAS
Tiger Tank
Ostheer Panzer Support Doctrine
Panzer Tactician
Tactical Movement
Spotting Scopes
Stuka CAS
Elefant Tank Destroyer
Otherwise:
USF Nuclear Company
... Has exactly one ability.
20CP Atomic Bomb. Costs 500 Munitions and instantly wins the game if used. |
can't wait to see how it works, to not build a howitzer in the HQ area. This change isn't going to do anything, IMO, especially in 2v2. I mean, it's really not that difficult or even particularly risky to build a howitzer a few meters outside of your base sector. This is coming from a guy who uses the LeFH-18 in about 75& of my 2v2 games (and about 50% of the time in 1v1). |
If I may argue a bit further, although I admit that I misunderstood how reinforcement costs are calculated, I don't really get why the weapon cost is subtracted from the squad cost. It doesn't seem necessary or even particularly logical to me (especially if US team weapons don't have the weapon cost subtracted from their total cost, as ElSlayer pointed out).
And although I get that weapon team members are fairly expendable, I'm not sure if having higher received accuracy means that they should have lower reinforcement costs. Don't the weapon crews have higher received accuracy because - unlike regular infantry - they're not really supposed to be taking much punishment to begin with? Mortar crews, for instance, clearly aren't supposed to be getting shot at very much. Their main form of defense is positioning.
Not trying to be argumentative, just want to make a few counter-points. |
First, a quick disclaimer so you know where I stand - I'm a mid-level, mostly Ostheer player and I play 1v1 and 2v2 games. Anyways, I'm finding myself up against Maxim spam in probably 75% of my games against Soviet players these days. I really, really dislike having to play against this strategy. It's not that I think it's too strong, but I find it rather boring to play against and dislike how a "support" weapon often makes up the bulk of the enemy force.
Even more than that, I'm often left feeling that even when I roll out the intended counters to the Maxims - mortars and snipers, for example - I'm not punishing the enemy player enough. Killing several Maxim team members never seems to really put much of a dent into the enemy player's economy.
So I did some math.
In both CoH1 and CoH2, the general rule for infantry reinforcement costs has been:
Squad cost / number of squad members / 2
This is not always true, but I believe it's the default rule, and it often holds true. For example, Conscripts cost 20MP to reinforce because 240MP / 6 / 2 = 20MP. Likewise, Grenadiers cost 30MP to reinforce because 240MP / 4 / 2 = 30MP.
Then we get to weapons teams. If we follow the rule above, Maxim teams should cost 20MP to reinforce. However, they actually cost just 15MP to reinforce. Likewise, the Soviet mortar should cost 20MP to reinforce, but it also costs just 15MP to reinforce.
Before I get accused of Axis bias, I checked the Ostheer weapon teams as well. The MG42's reinforcement cost, for example, should be 32.5MP (260MP / 4 / 2), but is actually a bargain 22MP to reinforce. The same thing goes for the Ostheer mortar, which should have a 30MP reinforce cost instead of a 22MP one.
What this does is create a situation where support weapons teams are more viable - at least in economic terms - than regular infantry units. As a result, we're seeing a lot of weapon team spam - as well as, in my opinion, some rather boring gameplay. Even more important, weapon team spammers aren't getting punished enough when their units die because crewmember reinforcement costs are lower than they should be.
So my balance solution is pretty simple: adjust squad reinforcement costs - for all factions - so that the rule listed above (squad cost / number of squad members / 2) holds true in most, if not all, circumstances. Obviously this wouldn't represent a monumental change, but I think it would be a move for the better and would push support weapons teams back into their intended support role. |
A few points -
I like to aim to have five Grenadier squads out. I will occasionally add one or two Panzer Grenadier squads to my army if the enemy is playing infantry-heavy.
MG first if the map favours it, otherwise I build it when I get to a point where I feel I need it.
I rarely get more than one MG.
I like to try to throw in a mortar if playing against Soviet support weapons.
I virtually never get Panzer IVs - I'd rather have more StuGs. |