Of course... If you need to toss fuel and MP down the gardening drain, this unit is a perfect choice.
Same applies to the Ostheer one.
I really dont know what is it with these specialized AI units that most of the time end up with less AI DPS than some generalists. |
Yep. Some units end up on full-vet after a single combat, while other just never make it to the top.
I guess the second mentioned should be looked at primarly. Anyone ever seen a vet5 Kubel? A vet3 AT-gun?
Also goliath has a problem with gaining veterancy |
IMO all snipers should not get the bonus RA on retreat, it makes snipers survive flanks which should easily kill it too often. This would also prevent those annoying long retreats with a 222 or other LV just not hitting it ever.
+1 |
MG42 certainly does work, if you use it the proper way- keep it slighty behind the line, NOT on the edge with no unit in front of it and ideally have a second one.
Green covered grens with well timed retreats do a lot of bleed.
Also have a unit to cap around |
Where or how can I suggest more changes in the upcoming balance patch?
My balance ideas:
1. Caches cost 200 manpower if there are no other owned caches on the map, else, 250 manpower (middle ground between pre and post patch).
2. USF M5A1 Halftrack cost reduced to 270 manpower and 30 fuel.
3. Katyusha, Panzerwerfer, and Walking Stuka health increased to 240.
4. Sturmpioneers no longer get access to panzerchreck upgrade until any HQ is set up (December change reverted).
5. ISU-152 awareness ability is replaced with forward sight focus, available at veterancy 1.
6. M36 Jackson health decreased to 560 but cost decreased to 380 manpower and 130 fuel (middle ground between pre and post patch). The unit returns to anti-armor support role but isn't as fragile as before.
7. All Churchill variants receive a bonus to repair rate from engineers or abilities to compensate for their high hp.
8. Ostheer Panzer IV Medium Tank fuel cost increased to 125 (December change reverted).
9. Kubelwagens now take extra damage from mines so one soviet mine or its counterparts can now one shot them.
10. USF Riflemen can now lay sandbags at all times, defensive operations ability no longer required. Instead, for defensive operations, rear echelon troops can help riflemen build fighting positions more quickly.
11. Soviet Penal Battalions can either equip themselves with 2x anti-tank rifles or one flamethrower. Both upgrades are mutually exclusive. The flamethrower upgrade requires either a support weapons kampaneya or a tankoviy battalion command.
12. M26 Pershing gains self-repair ability at veterancy 1 (replaces improved acceleration). This ability costs 60 munitions but slowly repairs the heavy tank over 15 seconds, disabling its weapons (but not movement) during the process. Resembles that self-repair ability the T-70 light tank it used to have. This is to compensate for the Pershing's lack of disembarkable crew.
Other ideas:
Change in information:
Sturmpioneers: Effective at close range. (added before other info)
Churchill: Effective against all targets. Weak vs. heavy tanks.
Kubelwagen: Fast and good at capturing territory. Weak armor.
Panzer II Luchs Light Tank: Effective against infantry and light vehicles. Weak vs. Tanks.
Comet Tank: Effective against infantry and armor. Weak vs. Anti-Tank guns.
Cromwell: Effective against all targets. Weak vs. Anti-Tank, assault guns.
AI changes:
British Infantry sections may construct caches on owned territory points.
OKW Volksgrenadiers may use incendiary grenades on clustered infantry or infantry in trenches or structures.
Ostheer Grenadiers may use rifle grenades against infantry in trenches or structures.
OKW Obersoldaten and Jaeger Light Infantry may booby trap owned territory points when not in combat.
Eh, i think you might wanna post this into a different thread, (or make your own) like for example some thread which wasnt made on THAT day...
Unless you arent being serious either... |
I´v just had a look at the official forums and... it looks like they have one last balance patch up their sleeves. This one appears to be focused on support weapons. As you can see, there arent that many changes so far, but they are probably gonna add something new, until the release. I will copy and paste the notes here:
Snipers
Soviet Scout Sniper- we felt that the risk of relying on this unit against Ostheer was too high for the reward and the sniper team was too vulnerable to countersnipes by the incendiery round.
-Soviet Scout Sniper is now a three model squad
Ostheer Sniper- as proved by many recent replays, this unit lacks enough DPS to cause effective manpower bleed to USF and UKF opponents. Therefore its offensive capabilities are being improved.
-Rate of fire now increased by 1.5
-Incendiery shot is now available from the start, Vet1 provides additional RoF increase
UKF AT Sniper- Previous patches have made this unit too easy to counter by light vehicles. AT potential is being improved.
-Snare shot is now available from the start. Vet1 increases anti-vehicle damage and penetration.
Machine Guns
MG42, MG34, Vickers -Lack of reliability of these units caused by their vulnerability to flanking has made mainline infantries too dominant. Therefore we are improving their skills at covering larger areas
-Cone of fire now increased to 180 degrees.
-Range increased by +10
Mortars
Ostheer mortar -This unit appears to demand too much micro from the player. Its survival-ability and offensive capabilities are being improved
-Rate of Fire increased by 1.5.
-Range increased by +15
-Accuracy increased by 1.5
-Now automaticaly retreats when under 50% of health.
More changes are to be discused and added to the list soon. |
I don't really understand you point of comparison, USF early choice is based on fuel: ambu or T1 or T2 or rack unlock, not on munition. You can't really compare Ostheer and USF on this point.
On topic: if we agree that Ostheer mortar is OP, then yes USF HT mortar and Ostheer HT mortar are OP as well. The problem here with the USF HT mortar is about a pure cheese strategy and counter cheese knowledge, if you don't know how to counter it, you'll be in trouble be if you do, that's basically a waste of fuel for the USF player.
Now let's be honest. What strategy is the most popular for Ostheer players on teamgame, I can see two and one rely on heavy usage of HMG42s and Mortars, especially when facing dual USF. When as USF I see two HMG42 and two Mortar for each Ostheer players, well I'm sorry but I push my Infantry commander button and call 2 mortar HTs to counter this shit. What do you think I'm suppose to do since RM don't have smoke anymore? Call an outranged mortar of my own only to deal smoke a one location when I need at least 3 smoke to be able to do something? And on the mean time I try to flank I lost 50% of my squads by lucky random Gw34 mortar hits? Or maybe build 3 RE squad that can't do shit without an weapon, weapon I can't buy if I spend my munition on smoke...
I didn't watch your replay but I could post my last 2vs2 game USF/USF vs Ostheer/Ostheer, an ugly mortar spam game yes it was, but without those half-track that would have been a one-side match.
Now you want to know how to counter USF HT mortar, it is easy build less mortar of your own and more... 222. 222 counter USF HT mortars like hell, build 2 or 3 and rush them with a sweeper close enough to detect mines. 2 or 3 HT mortars also mean less infantry on the field and one or two HMG.50 aren't going to stop you.
You have to be realistic, the problem is definitively not the USF mortar HT but mortars, all of them.
I was just about to write somethin similar. THX for saving my time |
i'd put fuel upkeep on my vehicles, ammo upkeep on upgrades and team weapons, I feel this would push people into thinking more about what to build then just blindly building something.
I am not sure but that is an opinion.
I suggest this time and time again in the past,
I'm not sure, but what are thoughts to this opinion?
My thought is that both upkeep and popcap are BS mechanics, that punish for squads/units preservation and make combacks easier than they should be.
Unfortunately, it is too late to remove it, since lotta units are balanced around their upkeep/popcap costs |
Why not to just fix the scout car instead |
Maybe an AI that wouldnt be greatly outdated already back in the 90s would help. |