USF: comes out late with major and needs ambulance to reinforce and heal.
Ambulance is very fragile, take that out no reinforce and heals. Kill the major, no retreat point. Also at the time you have these guys together, artillery will be out.
UKF: FRP provides weapon upgrades and came be upgraded with engineer's(doctoral). Can be built early as well as providing buffs to replacements.
No heals and fragile, royal engineer's can repair it quick through.
OKW: Can come extremely early, Sturdy and can upgrade with medics. Due to strums high repair rate, can be very hard to destroy early-mid.
Overall, USF has the short end of the stick because as soon and one or the other go, the FRP is useless while being extremely vulnerable to anything that is within range.
FRP just need to be more fragile in my opinion. Having sturdy retreat points that can have a Schwerer hq built to defend it with high repair rates is the problem.
conscripts vs Grenadier are fine live. (again a bit faster molotov) Ostheer bleed more than Soviets
Conscripts vs V.G. is bad but that is problem with V.G.s and not conscripts.
If conscripts need need buff they should come via making buildings so that one would have to choose between relying om call-in or stock units.
For instance the first building could give you x1.02 accuracy second another x1.02 third x1.04 fourth x1.06 (for a total of around 1.15 accuracy).
I really am against any idea of building providing buffs once built for units, for casual players this would be way way way out of touch to them.
Hell, I'm even slightly against the new call in 'premium' system. I would say makes sense with Sovs just because their heavies because one would assume they would become cheaper at tier4. With ostheer, it really looks like a headache with the variety of options in conjunction to call in vehicles.
In a nutshell, just because making the game more complex and interesting for higher skilled players (or those who are constantly on the forums) may not be beneficial or find themselves lost to those who are not as skilled or who are causal (which make up majority of players).
I can't find any better way to describe the veterancy changes rather what is written on the frontpage. Therefore, let's walk through an example. Let's take Volks.
Volks veterancy in the live version is:
- 10% received accuracy
- +30% accuracy, -20% weapon cooldown
- Passive Healing, -10% received accuracy
- +20% sight range, +15% accuracy
- -20% cooldown
The changes we did to Volks veterancy are:
- Vet2 bonus: increased sight in garrisons or cover
- Vet4 bonus: Medical kits heals at 2HP/sec passively
- Vet5 (old Vet3) RA improved from 0.9 to 0.86
This means:
- We take Volks Vet1, Vet2 and Vet3 and make them the new Vet1, Vet3 and Vet5:
We modify the Vet5 bonus (We forgot to mention that passive healing was removed from that vet bonus as well, since it was moved to Vet4):
Then, we add the new Vet2 bonus and the Vet4 bonus that make the unit unique.
We modify the Vet5 bonus:
Finally we adjust veterancy thresholds.
Veterancy threshold for Volks in live are 480/960/1920/2400/3120
(notice how ridiculously close Vet4/Vet5 are to Vet3; this is the same for all OKW units, which is why Vet4/Vet5 feel like they always snowball)
Therefore, we adjust them to: 480/720/960/1440/1920
Now it takes less time for Volks to get to Vet5. It also takes considerably less time to get to their Vet2/Vet4 flavour bonuses. This is the same for all OKW squads.
Somehow I missed the new vet structure. The reason I used volks as example was because of the passive healing being moved to vet 4 and not being mentioned being removed from vet 3.
Anyway, thanks for the example and ironing things out more.
So with OkW, the vet levels (like volks vet 1)that was not mentioned are unchanged and the ones that were wont have their current bonuses? For example; Volks vet wont have their received accuracy at vet 3 but instead gain it at vet 5 and their healing will be at vet 4. If this is the case what would they have at vet 3?
Just a little confused. Like the tech cost change through, obers and jagpanzer can come earlier.
Did you play some games with the mod? Because if you did, you would know, that you already need your whole army to stop shocks. They can run up to everything and wipe or force retreats.
It's always better, instead of listening to your feelings to test it in an actual match.
Probably just my experience using them against OKW which is more likely the case.
However, saying I have not played the mod is not true. Shocks smoke grenades after use are on a 9 second recharge at vet 2.
Edit: I pointed out the funny turret angle the ISU did when firing concrete rounds in HE mode and having 20pop instead of 23 (same with elefant). Those were fixed.
About shock troops, I find it funny in the current version of the game they cost 32 manpower each however, if you reinforce 2 squads it costs 65 manpower. So they cost 32.5 manpower?
More relevant to the mod, smoke grenade receives a cool down at vet 1 and 2? I test this and at vet 2 by the time the grenade hits the ground its already just on a nine second cool-down (at furthest range).
I would not mind if the smoke grenade bonus was outright removed because this can probably be quite frustrating against mgs and just give them instead slightly more revived accuracy at vet 2 (I feel 17% is incredibly low even if they do have armor)?
Why does the bug report matter though? Sure, if DevM were on the back foot and it was a very even match, but proof of the bugsplat is entirely immaterial given the circumstances.
Would of saved all this trouble wouldn't it?
I can see VonIvans point but I feel he's becoming stubborn, he got his point accross but now seems to be trying to find something to salvage from all of this.
Nothing can change now, only to accept what has happened, take it into account and move on.