270/200 mp and 30 fuel is not expensive. You could argue that 120 muni is a lot for Ostheer but not for Sov, they have few muni expenses.
Just as many as Ost. They need to upgrade their infantry, build mines, use tons of AT grenades, etc.
Honestly, for how awesome it is the current muni price is completely justified. |
With US we just ran around with Rifles and gotted dominance and eventually rolled the other guy. As Wehr it seems you HAVE to get a goddamn MG42 (I try to avoid getting one since I'm normally so aggressive and don't like sitting idly and wait for the enemy) but I don't know what else to do....I've heard of V,V,S,MG and stealth (dual snipers and what more?).
You can be offensive with that. Push up, set that Mg42 up on their fuel get those awesome vehicles out. |
People like to see OKW faction suffer because it was OP at its launch. This is stupid and does harm to balance. We are playing in present, not in the past. Fix brits, and I will have nothing against them anymore.
Whats up with people?
Is it possible that perhaps both OKW and UKF have balancing issues? |
And goodbye to any house play from the Axis considering they'll get nuked out by molotovs
Yet OKW gets the nuke nade without paying? |
They already require to tech for it, that is for a fuel starved faction. They just need to increase the throwing animation time.
Its not a choice. They make no choice to invest for the nades. They just get them. SU spends more to tech up and gets less for it. |
While I don't think Relic are incompetent, I suspect when it comes to the biggest issue with the game (the Commanders and their lack of balance), their hands are tied.
They have to generate new income and that means making new Commanders and DLC too appealing to pass up - hence they have to appear very powerful compared to existing ones. Balance will always play second fiddle to sales and that is why Relic can't be trusted to create balanced Commanders as DLC. Look at the British Vanguard Commander for that or the two new ones.
Personally I think the whole Commander system should be rewritten:
- Commanders should be changed so that each has 9 abilities like the old left-hand/right-hand doctrine trees (from CoH), so that even after making the strategic decision of which one to use you still have to make tactical decisions during the game of where you invest the CPs at what point.
Games where you buy the overpowered faction/commander scare people away. Its balance that attracts people. A player picks up the game and gets destroyed not just by a better player but by a player with a p2win doctrine. You don't see that as bad?
Commanders need to be interesting and encourage different playstyles. The Soviet commanders are really good in their execution. |
I realize as long as there is more content to get people are going to want to get it, especially for free, but honestly I think the DLC commander's importance in competitive play is vastly overstated. The core armies are perfectly capable of being used competitively. I've seen enough games where players either don't use any abilities from their doctrine or forget to even pick one to know that. It does open up new playstyles and options which is why I waste money buying them (my penchant for experimentation has likely cost me a lot of money buying those commanders.) but they're hardly the be all end all that people make them out to be. They're a crutch if anything.
All of the commanders that I regularly use are $5 each. I've been lucky enough to get them as drops. |
Its avoidable and usually predicatable when it's going to be thrown. It's expensive to use in terms of one less mine and more time away from a shreck. Also, if you allow it to be thrown on an MG, it's typically your fault.
Its only 30 munitions and most allied Hmgs do not suppress enough. You can run straight at it and throw the nade from a huge distance. |
then lower the price to 15, and give it same throw time, i am down to that.
At that point require OKW to buy it from base like the bazooka rack or molotov. |
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SU
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