I know this topic has gone by the wayside, but I've still been screwing around with my PE mod and making changes. Some highlights and, after a bunch of matches with the AI, some thoughts:
In general, I feel the faction has become stronger with my changes. They're less gimmicky and less reliant on bullshit, but I think that you have a lot more flexibility now - more ways to approach the game. For instance, I think going T1 to T2 or T2 to T1 is actually pretty viable. Also, you aren't forced to tech to T3 or T4 immediately. You can play the first two tiers for quite a while into a match. Sort of like Wehr being able to sit on T2 for a whole game.
I gave some thought to how the PE should be able to deal with blobs and came up with two solutions, one of which will undoubtedly be super-controversial, but I like it. The first change is I gave the PE a new MG42-equipped Schwimmwagen at T2. It has an ability called "Overfire," which allows the vehicle to temporarily suppress enemy infantry (the ability works almost exactly like Riflemen Suppressive Fire). This second change I made was I got rid of the Panzer Grenadier Gewehr 43 upgrade an replaced it with an LMG42 upgrade. I changed the stats of the LMG42 and, among other changes, significantly increased its suppression. After two or three bursts, this weapon will now suppress enemies that aren't in cover (although it's not nearly potent as an actual HMG).
I really like how the Light-Anti Tank Halftrack works now. Its gun is way better against vehicles now - it will reliably penetrate virtually everything and does decent damage - but you can't use Treadbreak any longer. It will beat an M8 in a slugfest but is vulnerable to circle-strafing. Sort of like the current Marder vs. Stuart matchup. So you'd better use your micro skills.
Here's the current tech-tree, with a few notes, for those interested:
HQ
Units:
- Panzer Grenadiers (320MP) - Four guys, lots of health but low DPS without upgrades; gets health regen at Vet 1 (regardless of offensive or defensive choice)
- Kettengrad (150MP) - Caps stuff, can lay mines
- Logistiks Halftrack (250MP) - Secures sectors, can deploy Goliaths
Upgrades:
- Mechanical Training Upgrade (150MP, 10F)
Allows Panzer Grenadiers to repair damaged vehicles
T1 - Leichte-Panzer Kommand (220MP, 20F)
Units:
- Scout Car (250MP, 20F) - Can detect snipers when using "Recon Tactics" ability; can be upgraded with autocannon
- Mortar Halftrack (250MP, 40F) - Can now fire smoke rounds
- Light-Anti-Tank Halftrack (250MP, 20F) - Can fire Stielgranate 41 rounds, which are like super-Panzerfausts; no more Treadbreaker; gun much-improved
Upgrades:
- KwK30 2cm Autocannon Upgrade (150MP, 40F)
Unlocks autocannon upgrade for Scout Car; costs an additional 50 munitions per-vehicle
T2 - Infanterie Kommand (220MP, 20F)
Units:
- Schwimmwagen (250MP) - Can suppress infantry when using "Overfire" ability
- Infantry Halftrack (250MP, 25F) - Can now cap while garrisoned like Bren Carrier; gun slightly nerfed
Upgrades:
- Advanced Small Arms (150MP, 50F)
Unlocks MP44, MG42, and Panzerschreck upgrades for Panzer Grenadiers; LMG can suppress stuff
- Stick Grenades (150MP, 30F)
Unlocks Model 24 grenades for Panzer Grenadiers
- Halftrack Medical Supplies (150MP, 20F)
Allows the Infantry Halftrack to heal nearby infantry
T3 - Support-Panzer Kommand (220MP, 90F)
Units:
- Flakpanzer 38(t) (300MP, 30F) - Can lockdown for better reload speed and accuracy
- Marder III (300MP, 30F)
- Panzerwerfer 42 Rocket Artillery Halftrack (250MP, 50F)
Upgrades:
- Support Panzer Upgrade (200MP, 50F)
Unlocks the Panzerwerfer 42
T4 - Schwerer Panzer Kommand (220MP, 90F)
Units:
- Hotchkiss Tank (280MP, 45F) - Can now deploy defensive smoke; no more Walking Stuka upgrade
- Bergetiger
- Panther Tank (600MP, 110F) - Skirts and turret gun now purchased with munitions
Upgrades:
- Schwerer Panzer Upgrade (200MP, 50F)
Unlocks the Panther Tank |
Thats not really how RTS games work.
Even in best RTS games, early game units are being replaced by late game tech, look at one of my all time fav RTS-WC3, footmen replaced by knights, orcs by taurens and so on.
Even in SC2 you wouldn't be using marines and zerglings after certain time, would you?
Its no different here except for the fact that one army is absolutely forced to use units that become completely irrelevant late game.
If you preserved your AGs, just use them for capping, they'll beat all other capping squads effortlessly.
And your example is flawed(just like it was flawed in coh1), you had late game unit with a price of early game one-if that is not the definition of imbalance, then I don't know what it.
You had to pay 150 munitions (I think) and research Battle Phase 3 to get the Stuka upgrade on the Sd.Kfz 251. It was definitely balanced. What it did was evolve an early-game unit into a late-game unit through upgrades. Basically, scaling. |