The point he's making is yuu have to first shoot yourself in the foot to find a use for the bandage. You are better off not getting cons and instead getting another maxim/penal squad. You are better off having 2 maxims (they might actually suppress something then) over having a Maxim and a con squad so you can merge the con squad into it when it gets low. Similarily, while more expensive a pair of penals offers 12 rifles with sights equipped so the 60mp you would save getting a con squad over another penal you would lose 10 fold in lost combat performance.
TECHNICALLY you are right, giving better the bodies the better guns does improve the combat power on field, but you have to weaken yourself first.
2 maxims comes much later than 1 maxim and 1 cons, you can use 1st cons to cap while waiting for 1st maxim. This is just how the game played, you need to trade something for something. |
Merge also doesn't increase your fighting power or field presence, it simply transfers it.
If you merge with shocks, you're not saving anything, on the contrary, you increase the bleed, because shocks have no massive rec acc of con vet and merged cons do not have 1.5 armor shocks have.
Flamer CE is pretty much the only reasonable situation you'd want to use merge, but its irrelevant anyway, because there won't be any cons, just penals or maxims due to how shitty cons still are.
They can't really be fixed by tinkering with their vet and I never believed it was a good way to do it, cost reduction is needed as I think stock weapon upgrade, as needed as it would be, is too radical for relic to consider.
But you only need to reinforce cons now, which is cheaper and faster. There is always trade-off.
And here is another problem. If cons get non-doc weapon upgrade, like SVT or DP, why should we merge them with other units?
If player need competent front-line infantry, just build penals, which require T1 same as grens. |
There are so many UKF boys build sim cities these days. I think this is reason why so many Axis boys spam LeFH.
LeFH is the only solution to counter Bofors+Motor Pit+6 Pound. |
Having actual reinforcement platform behind you in early game(251) is MUCH more powerful tool then merge, which in itself does completely nothing, unless you got cons exclusively for it, in which case, the point about cons being too expensive and too bad for actual combat just got even more reinforced by you.
You use "Merge" ability wrongly, man. "Merge" is finished instantly while reinforcement takes time. You can keep cons close to flame thrower engineers and constantly merging them, so your enemy will not be able to force your flame thrower engineers retreat. Besides, "Merge" can save you manpower sometimes, if your shock troops lost some models, it is reasonable to merge them with cons, because shock troops are so expensive and takes so long to reinforce. |
I feel that some of the doctrine-specified armors have unsuitable tech requirements.
The first armor comes to my mind is Hetzer. Hetzer is an AI armor which works best at middle stage of the game, but Panzer HQ is a late stage tech building. Why would anyone build a AI light-medium armor in the late stage of the game? I would suggest to move it to Mech HQ, so we can have an alternative choice aside from Luchs to do the AI work.
The second armor comes to my mind is M10, this guy doesn't have enough penetration to counter Axis' late armors while flanking is too risky in late stage. Maybe we should merge this guy into Captain's roster?
The last one is OKW Ostwind, I don't think this guy fit with any tech buildings we got here. Maybe move it to the Command HQ and give it a CP requirement.
T34/85, M4E8 and M4/76mm looks fine for me, they have same tech requirements with their base versions. |
This unit combines weapon range, maneuverability and smoke.
Nerf its HP or maneuverability. |
I am just curious that is Tiger Ace designed to fight solo? It has same sight and main gun range. Besides, the resource income reduction will make players have trouble build units to support it.
Anyway, I don't think this is a playable unit in current game. |
IS2 is overshadowed by Pershing.
Gun: IS2 << Pershing
Armor: IS2 > Pershing
Maneuverability: IS2 < Pershing |
But once more: KT is less reasonable in much szenarios than a IS2. make it great again. it should be the lategame nondoc armor and infantery counter which OKW lacks.
IS2 is a doc unit. So I think it is balanced that it is more reasonable than KT. |
KT works like an assault gun instead of a tank before vet 3. I think the small buff we need is move spearhead mod to vet 1, the rest is OK. |