They are meant to be a no late game faction.
And they should have an early edge.The flamer squads eat infantry alive,and the AT infantry shreds though light vehicles.
What do you mean by shallow though?Little variety?
I mean the faction has no late tech. It can also be destroyed as soon as a medium hits the field and literally needs a doctrine to gain access to repairs. You have a unit that has five flamethrowers. Do you realize whet that means? You basically will always win on maps with important buildings. Your units are overpriced or underpriced from tier 1. Your forward observers basically act as virtually free map hacks, and, in parallel with the underpriced mountain gun, negates all enemy infantry. This is just a faction that will destroy any infantry but loses to the first medium.
To be blatantly honest, I think this needs a rework.
Huh,you are right,the HMG and the mortar cost much more than the units they are based on.Wonder how i messed that up.Will fix that.
They shouldnt come later though,Japanese T2 works like Soviet T2.
That is an issue then. You only have three tiers of play, all of which are shallow. I think you need more tiers to make it work. If I'm being realistic, you may want to redesign all of yor units as they seem to be a Russian faction with no late game. If you are to make it like that, you need to make all of your weapons less expensive and give them an early edge.
I think at this point it is established that if there is a CoH3, it will be Japanese combat. It's something that can't really work with the CoH2 system due to the presence of close quarters, jamming weapons, and a more advanced cover and ambush system. All the maps would also have to be completely differently designed to fit the tactics.
also I dont mean to be annoying but the "trench" cover type isnt used in the regular game, the ostheer trench is heavy cover and the british trench is regular garrison cover
Thats the point my friend - demos work beutifully with this doc vs volk blobs, much more than amror commpany if u send out your ass engies early on.
That would work, but halftrack stats and MP sinkhole. Impedes tech and unit production for limited reward. Would agree with this strat if the HT came earlier, wasn't made of glass, or had some useful upgrade or ability. Maybe swap out the halftrack with the Russian one and reduce the CPs by one?
As i understand faust ability comes up only after truck is built, so WC51 can do its work as good/bad as it does now. As a player who somtimes like to go off meta, and even use this piece, i can say, that it need to have a bit more armor - to be at least on par wih UC, and on most part better pathfinding, cause now u can use this Wonder of Murcian engineering only in open maps without many pathblockers.
Tip on it - use it with rifleman inside, and hunt down alone enemy squads (or kubel), never engage more than 1 squad (or 2 volks), or u will lose, main purpose of this strat is forcing your enemy to blob up + building expensive raketen unit, thus giving you early game advantage, after 2cp call in Engies and set up few demos, cause enemy will invest in schrecks, and not in minesweeper. After that, if u havenet forced him off, just hope u have managed squeeze off everything, cause your late game will consist only from ELITE units, like rifleman and sherman.
But about changes - price is k (if u use refit ability) - if more armor and beter pathfinding (maybe speed) would be added
Why do you force someone off of minesweeper against America? Would be pretty hard to capitalize on. All it sounds like is an early game repair stunt and most people don't go for the repair increase until late game.
If you want to get into some real wizard shit, disable it when the vehicle is reversing and when it hits the rear. That way it can only move forward in a scenario where the driver falls forward on the controls!