RE reinforcement cost is due to them picking LMG and becoming super cheap 5men squad fighting unit like hell.
We all agree this is stupid but the root cause is the weapon rack system. Hope Relic will forget about this feature when they design Coh3.
There is a very easy way to avoid the issues from the rack system. That is to design drop-able weapon with mainline infantry in mind and add penalties for low quality troops and bonuses for elite troops.
(the system is half implement at the moment with some elite infantry receiving bonuses)
Same could really be said about any light tank... Mines, hand AT, snare, maybe camod t0 AT gun... If it didnt have a counter it wouldnt be fair... Game is all about counterplay back and forth (well, that or attack move)
yes it can be said for other light tanks too and that is why a Luch does not "shut down all soviet t1 play with 1 simple vehicle"
So roughly most vehicles got a x125%/x120% cost increase (with some exceptions like the m10 that need x150MP)
Other thing to note:
In previous patches when Easy8 and T-34/85 got tech cost the also got a discount non of the above units received a discount.
Added Tech cost and what comes with it:
Comments:
Although having around the same penalties would seem fair it is not because the cost of the unlock is completely different and comes with different bonus.
Explanation:
The impact is completely different across the game modes since in 1v1 the add cost is huge while in 4vs4 the CP requirement and inflated economy will probably allow teching before calling this unit.
Imo all call in are the same yet the contribution is different and thus should be treated differently. I would separate call-in in 3 categories specialized/main battle tanks (MBT)/heavies/super heavies
Explanation:
Recommendation:
Make all MBT require tech including the KV-1 and Command Panther since they are units that can be used to avoid teching. Adjust cost or buff units if needed (for instance C.P. could cost the same a normal Panther)
Leave all specialized units with no change. This unit can not replace teching since they fulfill specif roles. Tech cost for them will be the nail in coffin like in the case of Hezter.
(if there is a need add limit to number of units that can be called in. The limited could be related with number of tech of buildings)
In the case with commander that have more than one call-in that allow them to bypass teching one could simply change the commander abilities.
Example:
Armor company can use both M10 and Dozer that gives him access to 2 specialized units with good synergy allowing to avoid teching. One could swap M10 (or Dozer) the Mechanized company Recon flight and solve the issue.
Heavies/Supper heavies/(artillery)
For artillery introduce as limit to 2(or even one) since they can be very annoying to play against especially in large modes. For all this vehicles removed the tech cost and simply introduce a long cooldown AFTER the unit has been killed so that actually losing such a unit will leave without armor for a long time unless you tech.
That is even more necessary in the case of specialized Super heavies vehicles that will never been seen again in small modes like 1vs1 or 2vs2.
On the other hand, light AA weapons (222, Flak HT, Flak Emplacement, pintle MGs, M15A1, M17 Quad, Centaur) are pretty inadequate.
The quad in live is extremely effective, it shoots down planes in their first pass sometime before they even start shooting. From the little testing I did in mod it seem very capable there also.
i'm not. this is possible for artillery weapons (time fuse) due to the long time of flight to target (relatively). from a tank it is not done.
AA time fuses are very accurate because the need to be able to detonated at the altitude the planes are flying. So it does not have to howitzer gun.
The technique was used by 88 flak crew in WW II often. There are even reference in "Band of bother" series (that comes from the experiences of USF paratroopers)during the Baston encirclement.
which is good, because the idea of airburst shells on a direct-fire weapon system, especially a tank destroyer, is ridiculous. they didn't exist in ww2 and they still don't today (the XM29 or whatever the hell it was being the one exception).
Actually you are completely mistaken.
The German Flak 88 was never designed as direct fire weapon but as AA gun able to have its shell explode in mid air so that the explosion and the shrapnel could knock out planes.
Since the same weapon was used against land targets a similar technique was used to provide "indirect" fire support, and the same timer fuse was used to explode the shell over the intended soft target for instance a trench.