Just few my thoughts about small changes to game.
1. For all turretless TD make cone of fire like at guns have.
2. For turretless TD make toggle option "don't chase", it's very frustrating when it start to chase and then die due to disgusting pathing. Command to attack when option is toggled, just force TD to move until position where enemy tank was not be in cone of fire. If enemy tank gone, TD not go anywhere, until don't get new command.
3. For all AA vehicle make planes 1-st value aim, then infantry, in the end vehicle. Very frustrating when M5 trying to kill p4 instead of enemy stukas. Or make toggle ability like for OKW shwerer have.
4. Replace stupid 1-st vet katy, werfer and stuka ability to the smoke barrage ability. I saw only few times when their original ability were used. It will be very usefull in lategame and make rocket artillery more usefull.
5. For mines show cirle of blast like democharge have. Sometimes one mine blast trigger near mine too. It will help to prevent such issues.
If someone have new suggestions will be interesting to hear them. |
The problem usually isn't to get new squads, they are pretty cheap as they only cost munitions and the mp can be used to reinforced other squads. The problem lies in the fact that they are rather weak squads that have some slight at capability if you tech at nades for cons or unlocked the faust for osttruppen, but against other infantry squads (at that timing elite infantry squads might already have decent veterancy) they usually just bleed or get wiped.
Osttrupens using only for team weapons and point capping. Just build 2-3 mg-42, 1-2 mortars, 1-2 paks, 1 halftrack(optional, but very usefull). Then start exploit this ability. All startegy builds around powerfull german team weapons. It's just MP saving strategy.
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Edit: For me HMGs arrive too early, same for bullet-proved vehicles (T70, AEC, Stuart), also Clown-Car arrives too early or is still broken versus OKW.
-> I don't understand why some non-doc units don'T get CP needing. Or weapon limits with teching, so you can't spam HMGs etc.
Edit: e.g. Ostheer:
T0:
- Pios (no limit)
- HMG42 (T0 1*limit, T2 3*limit)
- PnzGr (T2-tech 1*limit, T2 3*limit)
- But I also think that the line-up has to be changed more. HMGs should arrive WAY later, heavy supression platforms (HMG42) should be arrive later (like 50.) etc.
- Faust etc. needs to be special, but arrive later. Give them a weaker AT in early.
Restriction mechanics only should work to powerfull units like heavy tanks. Every decent player know how to deal with hmg spam - snipers, clowncars, mortar smoke. Problem with T2 skipping not in HMG spam, but in combo 3 Mg-42+early PGrens with shrecks+early Ostwind. Such 9:30-10 minutes combo very hard to counter. |
Lost 10 infantry means about 300 manpower and 90 ammo for 2 squad Ostruppen(when ability fully worked),although Soviet Relief Conscript need 120 ammo ,but Soviet has larger squad size and cheaper Infantry,and Cons can refinement other squad.
I think use call-in Ostruppen replace Relief Infantry will be better,at least you can use Ostruppen immediately when you need some meat shields
looks like you use it wrong. No need to lose 10 germans man. Just lose 5.
1. Lose 5 brave german soldiers
2. Get 1-st osttrupen squad
3. Lose 5 osttrupens and get 2-nd osttrupen squad
4. Reinforce osttrupens
5. Turn on ability again and lost 10 osttrupen (try not to lose full squad)
6. Get 2 new squads of osttrupens
7. Reinforce osttrupens
8. Trade every 90 ammo on 2 fresh osttrupens squads. If you have popcap, just kill most wounded osttrupens.
...
PROFIT!!!
From time when you get 2-nd squad and reinforce 1-st, you could lose all osttrupens and get new. In teamgames if you have good ammo income you could have endless waves of osttrupens and even if you lose them all, you don't lost potential to getting new osttrupens squads.
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Just lock shrecks behind T2 building and problem will be solved. T2 skip strong not only in earlier ostwind, but in OStwind + shrecks. If shreks will be lock behind T2, OSt player couldn't spam only ostwind and pgrens to deal with every unit. At least he will build stugs, mines or maybe T2 if something goes wrong. |
Human wave tactics have been tested and proven problematic vs ostheer. Osttuppen do not have ourah or molotovs and can only be used in cover.
If one turns conscripts to osttruppen the ourah and molotov has to go.
Just what i suggested before.
1. Decreased time to reinforce when T2 building is build.
2. Decreased to 16 MP cost of reinforce when medic station is made.
3. Faster sandbag building instead flare mine.
All these will be much easy to balance that tricks with battle stats. As exeample: if after weapon upgrade (ppsh or svt) cons with such changes will be too powerfull, we could add +4 mp to cost of reinforce (default 20 MP value). |
Bottom line here is that its ST44 that makes the difference. Now if they VG received a nerf to better balanced vs conscripts (as they should imo) Penals would also have to be nerfed (as they should imo) or they would completely dominate VG at all ranges.
There are many ways to balance units, stats is only one way. Another way - economical part. Sometimes decreased price makes units more playable. Looks like many peoples see cons as utility unit and in game we have one unit that much closer this view - osttruppens. Cheap as dirt, could build defensive structures, have snares, very good in terms of loses and resources and also have weapon upgrade. Main problem with cons - very huge MP bleed for very tiny results + investments in their utility upgrades.
We could decrease economical pressure from cons on player and this could makes them better, without any touches to their battle stats. IF you have cheap unit you could deal with huge loses.
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As i already told, upgrade in T4 don't get to player enough profit. It's absolutely don't change early and midgame (the most valuable parts of game, where if will be you downside, you lategame also be weaker). You know in Starcraft 2 there are 2 units with 2 distincts ways to upgrades: zerglings and marines. Zerglings weak in start and could get speed ugrade in earlygame, but in lategame you could make expensive upgrade and they get huge DPS boost. Marines become stronger from early game to lategame while getting all their main upgrades (combat drugs and shields) and upgrades for armor and weapon. What we have in cons? Early game upgrades for main utility abilities (molotovs and snares) and lategame upgrade that don't make from them terminators, it's also don't give them new abilities that could drastically change their gameplay. Cons still the same - usefull only in doctrines with ppsh.
I already told that 3 times IRC, if we want to make from them utility unit, we must increase their utility, not combat stats. For tough combat SU have stock penals.
1. Decreased time to reinforce when T2 building is build.
2. Decreased to 16 MP cost of reinforce when medic station is made.
3. Faster sandbag building instead flare mine.
No need 7-th man and cover bonus. SU get 2 viable openings - cheap to maintain cons or more expensive penals. Decreased cost to maintain make Merge more revarding for player, faster sandbag will help with cover, faster reinforcing will help with field presence.
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3-rd experimental T-44, with unitary shell for D-25T 122mm gun (the same gun used in IS-2, but IS-2 have separated shells). |
It's a fundamental flaw of Ostheer's design. It's not a terrible flaw, but a noticeable nontheless.
The Allies all have one tank tech tier with a tank destroyer that can engage all targets with decent to good efficiency. Ostheer has two tiers and two vehicles, so if their T3 runs into any kind of heavies trouble they not only have to transition into a much more expensive TD, they also have to get extra tech. Even though both their TDs are effective fighters, Ostheer still has a strategic timing and resources disadvantage.
It's been mostly fixed with recent changes to Ostheer's teching costs that made a transition into T4 less painful, but yes there is still the problem that Ostheer T3 is something of a risk because when a KV-1 or anything bigger shows up, their T3 vehicles won't cut it and it takes very long to get a Panther.
I don't think there's much that can be done about that, without making the StuG too cost efficient.
SU have the same tier system as OST and su-76 and stug are identical TD with the same role - fight against medium armor. Everyone remembered old meta with spam of su-76 and stugs, because low cost adn high ROF makes them all very cost effective. After patch that nerfed ROF - su-76 and stug become situational units.
If you want counter heavies with them (panthers, tigers, kv, is) you must build at least 2 or 3 (if have su-76). 3 stugs could kill churchill or is-2 easily, 3 su-76 could kill panther with some micro. But do you want build 3 light TD to counter enemy heavies? IMHO much better get T4 and build panther ot su-85. |