I don't force anyone to argue with me.
But here's something I can promise you. Things will get changed again.
Of course, things always change. The game would become stale without change. |
No thank you. I know at what rank I play and will adjust my attitude based on the perception I have.
The problem with ISGs, halftracks and infrared trucks is that the only real unit that is used competitively is the isg, which is however mediocre. Flaktruck and infraredtruck are troll units.
But let's try and compare the teching cost.
55 fuel is healing cost for OKW.
USF chimes in at 25 + 10 + 15. 50 Their healing cost is 18% of OKW.
UKF is 15 + 15 + 35 for everything. 65. They have a 30 munition sidetech per unit for Healing, and it's completely free to use afterwards. Unless you include Hammer/Anvil as side tech, then they have the highest side tech cost.
Soviets spend 15 + 25. Their healing cost is 250mp.
In other words, the only one who has a higher total tech cost for everything compared to OKW healing is UKF. But OKW also has repair side-tech. Kappa.
And no one comes close to OKW healing costs.
Besides, several of those are behind techwalls already.
USF's healing platform is the weakest of all platforms, since it gets shot to hell pretty fast and is slow. Also, the only way to get a retreat point for USF is to make a major, also limiting, akin to the Medical HQ, the things you can do if you choose to go major first (hence why many preferred captain, in addition to the AT-platform he provided)
Soviets have low fuel cost on their upgrades, but that's namely because soviets only have the ATGs, the Molotovs to upgrade. If soviets had non-doc access to other goodies, such as weapons for conscripts or something similar, it would show as an increase in tech costs. their healing station also is equal as the OKW one, but is limited to their base and they do not get a retreat point tech (non-doc, at least).
UKF is indeed the most expensive to tech, and to correct some of your calculations, the actual cost of upgrading squad size, grenades and unlock weapon racks and the ability to upgrade healing units is 95 fuel (you have to tech platoon command post).
Finally, it is indeed true that you know what rank you play, but one can only use assumptions of your ranking if it's not visible to others, specially if you bring it up yourself. This could hinder your credibility on balance threads like these, as anyone without a visible playercard can claim to be top ranked. |
Look, first off, I can see your playercard, tread lightly.
Second, the cost of okw healing was more expensive than everyone elses, but that was fine because OKW could decide between luchs rush or forward retreat + healing, as well as the Medhq unlocking some units technically, although those units are terrible and nobody really uses them competitively.
Now OKW has to spend more for healing than any allied faction spends on all of their sidetechs combined.
Well, in responce to the playercard issue, I can't see your playercard, so I suggest you add that to your profile before instigating playercard-related feuds.
Secondly, I would hardly call ISGs, half-tracks and infrared trucks useless. Specially now that OKW is moving more towards combined arms (and the fact that USF mortars are going to make artillery counter-play more frequent, their use will become more prominent.
If your biggest concern is OKW having to spend more for healing than any allied faction spends on all their sidetechs (which, by the way, is NOT true), then one way to remedy this would be to lower the cost of the medics on medic HQ, but place some of the abilities of volks and or sturms behind techwalls (For example, the STG upgrades, the flame grenade and/or the shreck upgrade) |
lol but USF bazooka and double BAR blob is fine smh
Axis tanks generally have better armor than the allied equivalents, if you place tanks of equal tier toe to toe.
Now this is important, because the penetration values of the Panzershreck and the Bazooka differ.
Pshreck 170 Penetration close range, 160 far range vs Bazooka 120 close range and I think it was around 110 far range.
What this means in practice is that most panzershrecks that are aimed towards an allied tank WILL penetrate mainline medium allies tanks without fail. Bazookas have trouble penetrating the same tier of axis tanks, due to the low penetration value and the high armor of said tanks. |
ok why not put medic at HQ for 250 mp ?????
Indeed, why not? Of course the forward position would lose it's healing abilities, but then again no other faction has a forward station with healing other than OKW (Ambulances are not static buildings), so it should not matter.
I would welcome a change like this, maybe make a medic unit on the medical HQ (like on the logistics glider) that costs 180mp and heals units by itself. |
That doesn't matter, those aren't essential upgrades. Besides, each faction spends about as much resources on sideteching everything, e.g. zooks, nades and healing as OKW spends JUST on healing.
Unlocking healing is no decision, because everyone will unlock healing sooner or later, the exception is OKW because their Healing costs so much fuel they will literally be unable to purchase anything else in time, and add to this that there are no useful units in the med truck, things get very hard.
This guy implying AT nades on conscripts are not an essentual upgrade
Every OKW fanboy here is crying about the cost of having to pay 25 fuel and around 400-500 worth of manpower to get healing, but they are ignoring one crucial point: The fact that you had to pay for the truck and the HQ building before the patch, which only leaves the additional cost of actually teching the medics on a building that you can deploy anywhere and works as a retreat point and reinforce point
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Just to clarify and summarize;
The M3 rush meta and somewhat the jeep is broken against OKW. Also investing on a P43 that early when you have to from a decent AI force to survive against inf rush is imba.
You either fight against an infantry heavy rush, or a vehicle heavy rush earlygame. Not both.
(Unless of course, you get stacked on 2v2's and bigger games, in which case your teammate should help and it's no longer a balance issue)
On a side note, even if your enemies were to go heavy on vehicles earlygame, you have a tier 0 AT-gun that costs 270 manpower, has decent penetration, and was buffed last patch. The panzerfaust is supposed to be only a snare ability and having to tech for it is normal for it's intended use.
Contrary to the old metagame in which you could just run head-on into anything with shrecks and then retreating once you hit your target for a maximized low risk high reward playstyle, you should try adapting and, for example, playing a defensive earlygame. (maybe placing some mines down with your sturmpioneers, to catch light vehicles off guard?) |
Inconsistency: Forward Observation Officer's Concentrated Sexton Barrage-ability description states that each available sexton will fire a 5 high-explosive shells at target, while in reality it fires 8 (due to the fact that the ammount of shells got increased with the update).
Additionally, if I recall correctly, the airbust shell veterancy ability still fires five shells.
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Could you add some of the bugs reported by Cruzz on the OP?
Was this directed towards me, or towards Kyle_RE? I'm not sure if you meant for me to add Cruzz's findings on my post, or if you wanted the devs to add the bugs to their list. |
while at fixing things make it so that sappers or echelons cant take any weapons when they equip mine sweapeers. would be fair right?
Balance related things should be discussed on the balance section, in it's own thread if there isn't one already. |