Strong for reasons unrelated to teching or their tech structure. They were strong in spite of it, not because of it. When USF no longer had its crutches removed (armor company, rifle company), it was considered weak.
At this point I am not sure what and why we are debating.
The original design of USF was to have limited access to support weapons but units that are OP to compensate.
You want to call that "in spite" or "because" I am not going to argue about it, since it really makes not difference to me.
There where patches that they one of the strongest allied faction and they are the reason HMG42 was move to T0 for ostheer. For many patches players had to rely on snipers and kubels to be able to compete with them.
Imo the chances in armor or rifle company had less impact than the buffs axis faction progressively got to cope with Soviet being OP.
|
The original design where you could basically choose between either losing the match to vehicles or losing the match to infantry?
If you want to troll pls do not quote me.
If you want to mention history thou I suggest you get your facts right, USF where actually very strong for quite some time and it was actually the buffs that other faction received that left them behind. |
We considered that and decided it would be worse than the current system.
Forcing USF players to have an officer early on is better than forcing them to have an officer later on. The early timing of officers was chosen because that way they don't come out AFTER you already built all of your mainline units. Previously, you had to get 3 or even 4 rifles before you teched...at which point you would be stuck with 4 or 5 infantry squads - usually more than you wanted. Attaching officers to the second unlock would bring that exact issue (that I would say we managed to fix) back. Now, you can build two squads then the officer, or very comfortably build three squads before your officer.
Basically, that suggestion brings back one of the key issues we wanted to fix with the rework, and even besides that, I honestly can't see what benefits it brings.
In the current set up I personally end up having all 3 officer unlocked. If the officer did not come with the first unlock but with second the change would be actually close to original design when one usually ended up with 2 officer. The timing would also be closer to original design.
Because 200 manpower is 200 manpower (and really, the officer is a 280 manpower squad)...
Actually Lt used to cost 300 and Captain 320 they ninja buff to 280 with the latest patch, they do come with Thompson, smoke grenade, shared experience, no tech weapons and other abilities.
|
Which isn't quite the issue. The issue is that you seem to think expressing the specific opinions you do is more helpful than it actually is. It sounds harsh, but the point is that expressing practical (by that I mean ideas that can actually be implemented) ideas is more helpful than expressing ideas that may or may not be "correct" or "for the best." Because if the ideas don't actually fit in the game or can't be reasonably brought into the game, then they're just that - ideas.
Pls if you want to talk about what I do or do not do pls do not do it a balance forum. You can simply PM me. I can assure thou that I do not believe that my opinion somehow carries more weight than other people opinion. If I sound like it is because the level of personal comments seem to be high and I find myself to have to defend to personal comments. In this a comment that started like this :"Sorry but you should really stop pretending..."
And I wouldn't personally say my section above is applicable to this suggestion; I don't think it is too much work to implement. I would, however say that this would probably make things worse. Theoretically, making officers optional (purchased individually) would increase build diversity. After all, you can now choose to get 1 less core infantry squad. But that's not how it would work out in practice as far as I can imagine. USF currently gets their weapon team tech + officer for 200/35. Now that that doesn't include a squad, you probably need to make it cheaper, and therefore make weapon teams come earlier or allow USF to hold more manpower for their team weapons. At this point, instead of getting cav rifles or assault engineers or riflemen... I could just rush and spam 50 cals...why would I want to do anything else? OKW certainly doesn't have the counters to that, and forcing ostheer into a counter is forcing them into a loss anyway. Build diversity has now been lessened, and axis factions are no longer allowed to use infantry against USF from the start of the game...not an improvement imo.
Fine, then you just nerf the 50 cal. Well, with its instant set up, you either turn it into a maxim (lol) and gut its suppression (clarifying that the break point is whether or not it suppresses in one burst, which tends to be a binary line between really strong, or useless), or get rid of the instant set up...or turn it into a vickers/mg34/mg42 copy. So now USF has a lost a mechanic that makes them unique (officers free with teching), had their HMG gutted/turned into a copy of other faction HMGs, and finally, if you do all of this correctly, you don't destroy what build diversity there is with USF... and for what gain?
Actually my suggestion was that the officer comes with the second unlock and not optional.
The lose of unique mechanic is direct result of the decision to redesign and homogenize the faction in the first place. A similar thing happened with Soviet for instance when the decision to buff core units lead to necessity to lock KV-1, M4C and KV-8 vehicles behind tech. |
Relatively safe reworks that have had very little outside impact?... because it allows you to discuss things that sound cool,...
I am not trying to sound cool and I really don't like to turn balance debates into personal issues.
I am simply providing my opinion on how to improve the game in forum that exist for that reason.
And I was simply responding Sander93 argument that moving officers too 1.5 tech is too much work, if someone starts to do a task one should probably have the time to finish it or one runs the risk to create as many problem as he solved.
My point thou still stands, the has been at least as much if not more overhaul from before and after with OKW, Soviet and now USF receiving a redesign and Commanders being revamped.
At this point, I once more have to point out that I fully support the people who help the creation of these patchs even if in do not always agree with changes. |
Buff AA, maybe give it more utility with suppression (hull mgs can suppress with bulletins, make it do so with ability or passively), increase pen.
The inability of Ostwind to fight light vehicles is not simply a matter of penetration.
It's a contamination of factors like low armor values, low accuracy (22.5% chance to hit a T-70 on the move) and medium scatter (too high vs infatry half of that of an T-70) too low vs vehicles to get collision hits and low penetration. (Chance to hit and penetrate a T-70 is about 11.25%, on the move max range)
One should either give the unit 2 types of munition or change the way it deals damage and make it similar to Centaur. (Auto-cannon performance should be standardized in their mechanics any way)
Moving accuracy buff would probably help so long as it doesn't become too toxic with chasing down retreating squads like old Centaur. Would be cool if Vet 1 was an ability to Hull-Down and add suppression/improve AA performance. It 100% needs some kind of buff .
Ostwind uses AOE so even with better accuracy on the move it would not change much. Centuart uses accuracy in auto-fire and AOE in ability so it is different story. |
Sorry but you should really stop pretending the game still has a full fledged development team behind it. It's completely unrealistic to think it's possible to do full faction rebalances or redesigns at this point. There is no "simple" this and "simply" that. There are very few development resources available and these frankly ignorant/naive suggestions do not help the discussion about what actually can be done.
The Facts simply disprove you. Since Relic stopped the monopoly in patches OKW have been redesign, Soviets have been redesign and now USF have been redesigned. Up to an extend Ostheer and UKF have also been redesigned. That magnitude of changes has been at least equal if not greater than Relics times.
Now it there is not "development team" than patches should have no major changes and focus on plethora of thing that need fixing like veterancy bonuses and abilities, commander design and so on. That does not seem to be the case thou. |
That could potentially make Rangers and Paratroopers and other build orders too strong. The officers help keep them in check by taking up popcap and army composition.
That sound funny since Relic seems to want increase diversity. USF elite can be re-balanced if there is need for it.
Also one of the selling points of the Airborne doctrine is that it gives access the support weapons without having to get another officer.
AA and possibly reckon simply need a redesign.
Moving the officers would require a complete rebalance of all units strengths and timings because a lot of USF balance depends on the first free officer squad giving a power spike. Faster M2HB could potentially cause balance problems.
USF actually need that since there units have the same properties when they had a tech tree disadvantage. You can simply remove the weakness of faction and expect thing to be fine.
Not saying it can't be done, but there are a lot of chain reactions and indirect consequences you need to consider. It would not be a simple change despite appearing as such on first glance.
Redsing a faction never is. |
What about cooldown i mean if u unlock oficer he come after 40 sec after tier unlock
Officers are some times unwanted units by moving to the "vehicles" unlock one cant still get the basic HMG/ATG without the officer. One could also get faster access to these weapons. |
USF officer should probably be move to the 1.5 unlock. Than the first unlock could be faster and one would not have to get the "free" officer if one did not want him.
They should also lose passive sprint (that goes for all unit, it could become timed ability) and shared veterancy, they are pwoerful units and do need it (accept Major).
Captain could get a grenade. |