You still have to take into account what the tech gives you. Allies just get specific abilities or weapons for specific units.
You say you will need to tech for it regardless if you use all it unlocks. The fact remains that ost and okw tech unlock more then allied regular tech. Like tech structures new ablilities upgrades and units.
You cannot simply add the total price and say, ha grens and volks are more expensive fuel wise while half of the tech costs grant other things then upgrades and abilities. Unlike allied side tech.
That is inaccurate allies get many things with tech:
USF tech
T1 LT (Squad with Thompson/bar cost 300)
T2 CT(Squad with Thompson that can upgrade bazooka, production speed buff cost 320)
T3 Major (Squad with Recon/FRTP/off map arty cost 160)
UKF tech
T1 (unlocks medic kit/Pyrotechnics 1 base gun)
T2 (unlocks 2 base gun)
Anvil/hammer (air-bust shells/Advanced warning/heavy engineers)(Vehicle trucking/gammon bomb/emergency war speed)
Soviet compared to Ostheer get some free staff also like: Free Penal PTRS upgrade, free grenades for doctrinal infantry.
And again the main disadvantage Ostheer have is they pay for the tech regardless if they use it or not.
Ostheer player will pay for lmg, shreck bundle grenades,... even if they do not uses this items once. Ostheer do not have any real advantage when it comes to teching. |
If I use your arguments against yourself, the topic of 221 especially against USF is hardly of Topic since OP clearly states that 222 does not seem to be a good counter against sniper, which USF does not have.
Then you are off Topic since you opened the issue of USF vs 221.
Have a nice day, bye bye |
I will not provide links to videos to tactics which were used, discussed and abused years ago. It's pretty pointless, utterly petty and disrespectful to have to request a fellow community-member to have to go back through countless materials just to satisfy some player-experience based-anecdote. Additionally, it drags things off-topic. Also, you could have also asked for videos for when double snipers were used before WFA to satisfy my quote - and I believe there's absolutely no point to show videos of that either, as it's just old stuff from years ago that people just did alongside experienced higher ranked players with countless CoH2 recalling the validity of such tactics.
In either case, you may firmly remain by your conviction that player experienced things may have not happened before unless proven to you - and I do not wish or intend to change your stand on things.
It's a simple request made in a polite manner.
There is nothing "petty" or "disrespectful" about it. You brought up 221 spam as an argument not me.
Feel free not to provide any evidence of 221 spam.
Only I don't remember 221 spam being a valid 2vs2 tactic or even in the meta and allot have changed since then especially early option against armored cars.
Actually the only time when there was an issues was when the 221 was removed and replaced by 222 and it was the 222 that was being spammed.
Patch notes:
"222 Scout Car
The 222 also wasn’t scaling with veterancy as well as other light vehicles and suffered from inconsistent damage output preventing it from tracking infantry properly. We also felt that the auto-cannon was too reliant on AOE for damage. Another concern with the 222 was that it was too cheap relative to its performance,
Manpower cost increased from from 210 to 250
Fuel cost increased from 15 to 30
...."
The 222-221 is hardly off Topic since OP clearly says that 222 does not seem to be a good counter to sniper.
The question still remains why in your opinion 221 will create "loads of problems, especially against USF." |
Just a few posts above, if you didn't just stop reading at the one sentence you disagreed with.
I agree with previous posters though, 221 did create loads of problems, especially against USF. I still recall the days where 221 spam was an valid tactic in 2on2s. Its best not to go back to that, it'd be bringing back countless new balance issues. Sadly, changing the resulting the 221 into what we have now did open up another can of worms, especially against Soviets. And now we're back full circle back to CoH2 release when double snipers wrecked havok on Axis.
Pls elaborate why in your opinion 221 will create "loads of problems, especially against USF."
Do you have any links to any games or videos when the 221 being spammed was a valid 2vs2 tactic?
|
Well, I can not take seriously half of the stuff you write, being 4v4 examples from a player who struggles hard for 50% win ratio despite massive 'experience', yet I am not reminding you of that in every single post.
Relic removed stuff from the game, because it was either non functional or created balance problems.
That stuff is not coming back outside of mods.
You are asking for re introduction of massive balance problem.
I am telling you this will not happen and if it will, most certainly not in a way it used to be.
You remain by your conviction.
Pls elaborate why in your opinion the 221 is a "massive balance problem". |
222 is not exactly AI only unit either.
Its ultimate Generalist light vehicle, durable for its cost and able to engage infantry, light armor and aircraft.
If you want actual AI firepower, use the literal firepower of upgraded 251.
221 wont happen because it was never a good idea, not in coh1, not in coh2 as well as relic won't allow putting back a unit they have removed, because it creates a whole lot of Problems like cost, Performance, durability, Upgrades are muni only, so would it be M20 on steroids with muni AT/AA upgrade? It could end up too cheap or too expensive extremely easily and it would only create more problems for balance.
Only way it could be implemented would be as separate stand alone unit and there isn't any Chance for that, but I could see coax of 222 being buffed a bit with vet scaling being cut.
I am sorry but I can not take seriously your "Relic insights", not after your predictions have been proven wrong time after time.
Say like predicting that Pershing and Calliope will never become available to USF. |
That isn't an accurate comparison. In a vacuum, double BAR'd rifles cost 280mp (squad) + 150mp/15f (weapon racks) + 120muni (double bars), totaling 430mp/15f/120muni, whereas LMG grens cost 240mp (squad) + 100mp/40f (T1 tech) + 60muni totaling 340mp/40f/60muni. The thing is, though, even with an extra 60muni, you still can't double-upgrade grens, so the muni argument is kind of moot since spending extra isn't a possibility for one side.
So really it's "Why should a 430mp/15f squad be weaker than a 340mp/40f squad?".
The answer is, they should be about the same; 90mp for 35f is a pretty good trade.
You also have to to add the cost of the T1 building to produce the grenadiers.
That is not accurate either.
The 100mp and 40 fuel unlock more then just the lmg42. It gives you the rifle grenade as well. It also give a tech structure wich in turn give acces to better units. The unlocks for bars zooks and grenades dont.
So of that 40 fuel only 15 is for grens directly. And that grants you the lmgs and rifle grenades.
Rifles are the only nondoc capable inf for usf. Ost gets 2 okw gets 3 and both also have good non doc inf. Rifles are more expensive then both grens and volks. Thus rifles should be a bit better overall when max upgraded.
That is incorrect one does not have the option to pay just 15 FU for the LMG, you have to invest the total even if one never plans to use it. And that is part of the reason why g43 are so popular.
The difference here is that USF and UKF can chose if and when they want to invest in something while especially Ostheer have one of the most rigid non rewarding tech structure.
Overall I would say Ostheer are in disadvantage when it comes to teching.
|
222 ineffective for this purpose, the same as the m3 because of its fragility, especially if you went to the T2 return T1, very painful for soviet, unlike the ost, the output of T2 is needed, at least for AT
But nobody forbids you from doing 251, which I'm doing against snipers, by the way.
Glad we agree.
I have to point out thou that given the difference in tech cost and cost 222 should be more effective than m3 that actually has the extra utility of being a flamer transport.
And that is why as a solution I suggested the reintroduction of 221 as a cheap specialized vehicle which also open they way of better balancing then 222. |
still using cruzz's forumla?
I use both, as you can see the DPS I provided is at different range than yours.
In addition the number you provide say the same story. M3 DPS is superior to that of the m20 in many ranges. |
============
In my head, I classify as such :
- Bolt Rifles
- SMG
- SAR (Semi auto Rifles) : 2/3 Rifle, 1/3 SMG
- AR (STG44) : 2/3 SMG, 1/3 Rifle
- LMGs
============
If you are going to use your own classification I would suggest you clarify that.
Even in your classification STG44 (AR) are the same M1, SVT (SAR).
Balancing is very complicated. All these people bitching that balance would be fixed by
reducing USF/UKF upgrade to 1 (for weaker than Gren LMG42 yet still costing the same for
less return) 60 muni LMG42 > 60 muni BAR/Bren.
Then fuel / manpower cost / weapon rack upgrade ought to be removed, and bar/bren buffed.
But that would make earlier allied vehicles, making Germans howl.
Everything affects everything.
I prefer assymetric balance, but if we can't agree on anything, ever,
isn't it time for mirror stats balance?
I think you are missing the point of a Forum. The Forum is there so people can offer their opinion, ideas, suggestions. Disagreements will exist.
People in forum acting as if only their own opinion matters is another thing. |