Would've been nice if Sov and Wehr also got a skin set, I quite like these skins but no love for vanilla factions
But Soviets got one for free with OKW, back in the day of the VC remastered launch on Steam. |
Soviets and ostheer already had one. Now they are giving one to everyone else.
He is right, the VC skin that everyone got for free was for Prokw, not Wehrmacht. |
#WeebLifeMatters |
The fact that one specific faction's entire infantry design relies on not being mobile. Before the mortar, this was countered by having the usage of grenades cost ammunition, thus effectively limiting the number of grenades and weapon upgrades that could be used by the USF player.
The mortar doesn't have that constriction, its only downside being a comparatively small amount of field presence being lost, which has never been a problem for USF in the first place and isn't one now.
In turn, this results in ever more double-BAR Riflemen down the line, which more than just laugh at LMG Grens, especially as the BAR works like an Assault Rifle in the game (with it being able to fire on the move) in all aspects. That would be okay, if there was some sort of trade-off available to deal with that newly found power.
And here comes the crux: Ostheer doesn't have that capability. There is no unit that allows you to take over initiative (in the "Kriegsspiel"-meaning) from your enemy. Or better worded, there are such units, but getting them is basically impossible at the time you need them.
I once discussed this in an earlier post, so I will go straight to the result: It is pretty easy to force Ostheer down a particular path, to dictate all their possible moves by assuming control during the early stages of a match. Sure, a good player won't let himself be forced to make a specific move at a specific time, so the spacial rules differ each match. But what kind of move is taken at what time is not up to the Ostheer player anymore, and that's why Ostheer feels so constrained.
The problem is, that the mortar is only a symptom here. This is nothing new, and it is nothing we haven't seen before (unless we didn't want to see it). This problem has existed from the beginning, and against the Soviets it was balanced through sheer DPS calculations. That worked rather worse-than-good, but it worked. In come the Americans, who further solidified on the Soviet idea in terms of execution (which is why USF feels more fun to play as, compared to Soviets, despite the Soviets being the better fleshed out faction), and the Tommies, which are Ostheer all over again, except without most of their weaknesses - most importantly the lack of a German faction that could capitalise on British weaknesses, a German USF faction so to speak.
Fixing the mortar, properly fixing it I mean, not Relic's idea of adjusting a few values, won't do anything against the basic problem. What happens next time USF gains a unit (through a new commander, just as a gedankenexperiment) that offers similar capabilities?
I guess early game being strong early game and not easy to contain with MGs is unfair uh?
Who would have thought. |
It sounds like the Mortar is doing it's job, harrashing and forcing people to reposition, open points where USF can attack the enemy.
What's wrong with that? |
Then we have multiple Calliopes that can self repair damage and critical repair whilst being extremely durable and hard to kill. No chance, this would make it op beyond belief
If someone can spend that much manpower and fuel on rocket artillery, it's likely the game already ended or he could be punished for not having TDs, If they increase the popcap of the Calliope then I think it's fair to give it back it's crew. |
If infantry heavy army compositions are nerfed, wouldn't this game just be about team weapons and tanks? That doesn't sound like fun to me. |
Sure but then give it back it's crew then, given you can call in more than one, it shouldn't be exclused of the USF unique vehicle crew feature. |
Light vehicle meta kind of jumped the shark when the 222 was buffed to the state it is today, since ostheer had no other vehicle candidate to fill that role.
Wouldn't it help if all ligjt vehicles received a heavy manpower price nerf?
If you look arpund the prices for a bit you are going to realise that light vehicles cost an arbitrary amount of MP. I am assuming this is because the community is so fixated on Fuel prices that they forget about MP.
God tier (200MP): Stug-E, Stuart, T-70
Mid tier (200mp, but weaker): 251, 222
Low tier: m20 (340mp) Luchs(340) Puma(280) aec(380) m5(280)
A low mp cost allows the offender to field both the light tank, AND whatever other unit they meed to harass the defender (who probably needs a 320mp gun if they don't want to partake in the meta). The Stuart in particular, is on a league of its own since it comes with a free usf squad (which now isn't forced to lug around a bazooka at all times).
Since it would be nice to see light vehicles remain relevant in the late game, I would propose:
- nerf mp price to 300-ish for all vehicles.
- give a steep mp price reduction when the player researches all tiers.
Stuart actually costs 240 MP, just thought you'd want to edit that on your post. |
I guess the M20 is fine. |