Except that this alone won't work very well, due to the different teching structures of both factions. If we matched the stats of the Ostheer and OKW Panther, then suddenly the Ostheer Panther would be even more overpriced for what it does, than it is now. 200 fuel would be extremely high when combined with the (still) ridiculous teching costs Ostheer has to deal with (in combination with the fact that everything already arrives later for Ostheer due to the annoying research+build handicap).
he doesn't mean to match price, just to equel stats of a unit to the OKW version (aim in move etc)
Company of Penals: a respectful plea to our balance mod team.
Summary: please don't overextend and try to rebalance the entirety of Soviet teching through usage of the penal battalion, as it heavily compromises the theme of the design.
So change the name of a unit and you will loose all your arguments
Demolition Charges ironically encourage blobbing; the constant threat of instantly losing a full squad means it’s never safe to send a lone squad out to cap against Soviets without the safety of being escorted by a minesweeper. Instead, players can be forced to blob cap only around their minesweeper, especially in the late game when the loss of vetted squads is so punishing. Demo Charges only counter blobs if your opponent is foolish enough to neglect sweepers.
To make demos properly fill their role of countering blobs and destroying buildings instead of just being a super mine placed on points to wipe individual squads, I would set the maximum models damaged per squad to 3, (like how mines have 2) but then give them a massive AOE pin. This way they won't wipe individual squads out in the open, but they will still do lots of damage to blobs and force retreats by pinning. An individual squad will also get wiped if they are in a house, since the demo will blow it up and collapse the squad inside.
Stark, my true abuser. I can tell why soviet can float, coz thay dont have lmg/stg for line infatry, or you spend ammo for guards/penals only.
We still try remove things that need skill to use them or counter skill, lets make this game just for A moves, coz some players lame to think.
Eh Vasa, Vasa think for a while and try to put yourself on a axis side just for a sec.
I bet you would be against idea of addding demo to all factions as a basic engineer ability.
As GG said before it's mostly used not against blobs but vs single capping squads therefore i can't spead out my units all around the map which at the end it forces me to blob (with sweepers of course).
You dont need capture whole map, you must watch about soviet pio, see pio capture points, send pio there, this game sometimes are about tacticks and moves with infatry. I just cannot undestand in what game modes you need 2 pio to find demo ? Buff minesweeper range is bad idea. Just need accept demo like fact.
If moders whanna nerf demo to stop wipes, should nerf all weapons,all bombs, all rockets, all shoots (hello ST) for survive 1 man for all squads.
Add soviet factions heavy tank in tier or make is-2 callin after all tier buldings, why not ? If we change game.
Vasa my true soviet fanboy.
Agree with GGmashine idea, reduce to 3 model etc etc or at least put IT behind upgrade, lets say 150mp and 15 fuel. It's stupid that faction which insanely float ammo have things like that,
Just me allow to add that ost s mines still has signs
But then soviets should have 10x more t34/85 than axis have any tank and OKW would be completely useless because USA artyed and bombed whole shit of them.
Historical balance in coh2 means that game is balanced yet there are some core features of units from ww2 - like t76 is weaker than panther, paratroops dropping from sky, british having entranchement oriented army etc etc
Your second part of your comment just confirms what i texted before. Falls weren't dropping from the sky at the end of the war and they should be normally deployed like in vcoh1 (core feature of this unit from ww2).