Any Chance Airborne might get some adjustments? This Update makes one the main attractions of the doc negated.
At the same time though, paratroopers and pathfinders become more attractive. You usually dont have room for them because youre forced to get so many infantry squads. With the officer potentially arriving as the 3rd purchased unit, paratrooper builds might be less awkward. |
I don't know about having exchanged Stuart with M15 in this configuration you can have now HMG+M1 for 60 fuel. I think the only reason to go T2.5 would be for the pak howitzer. Hmg+Stuart is a really strong combo.
I think it's important to keep team games in mind too. Anti air is a lot more important in team games, as is indirect fire. |
So, they just don't let the Lieutenant to have a BAR instantly, but after 30 seconds or how long the upgrade needs to be completed.
Upgrade time and munitions cost, yes. |
So, Lt will be getting a BAR via an upgrade (similar to other mainline infantry) or through weapon racks?
Answered in sanders' post. It's an upgrade. |
I'm also assuming (by the way the patchnotes are written) that the BAR on the LT is a unit upgrade and doesn't require weapon racks?
That's correct, just like on live the CPT doesn't need racks for his bazooka either. |
Lieutenant
BAR removed; can be purchased for 60 munitions. BAR on an earlier LT was seen as too powerful.
I don't see how a single BAR in this squad was too powerful.
In most cases, it wasn't. But now the lieutenant squad itself is coming 50 manpower and (most significantly) 20 fuel earlier. The unit comes earlier, so we're bringing its power down as a cautionary measure. Additionally, LT will always have a natural leg up over CPT as long as the LT comes with a BAR and CPT comes with nothing. It's easier (and in my opinion, better design) to balance the two tiers if neither gets a free weapon over the other. |
The problem with "I have more models therefore I should have a cheaper reinforce" excuse is this: "I want a 100 man squad but the reinforce cost should be 1.2" Same cost as grenadiers, we can nerf model stats to be equal to grenadiers, but the difference is that squad will NEVER be wiped with any ballistic or explosive unit, it will also be great for recrewing things (although if model stats were that bad they'd disintigrate under any means of fire, but this is obviously an exaggeration).
The models are less effective, therefore they cost less to reinforce. A model that performs (just an example) at rifleman level should cost 28 for its reinforce cost whether its part of a 5 man squad or a 100 man squad. Why should a model cost more simply because its part of a larger squad, its performance is the same.
Yes, larger squad are better than smaller squads (all other factors being the same). But that big squad > small squad dynamic should be (and is) balanced through mechanics other than reinforce cost.
Looking over your comment again, I think youre missing the point (maybe this isnt katitofs point though). The models of a large squad arent cheaper simply because theyre in a larger squad, theyre cheaper because they individually perform worse than the individual models of the smaller squad, and the size advantage is made up for in other ways. |
I see your point, but having that much early game manpower is bad for the sov/okw matchup, even if it does make for a "balanced" matchup. Because OKW has such early game power, soviet players are forced to get an m3. The m3 also has to be really strong in order to make up this power gap, meaning it has to hit harder than it should for its timing. It also just hurts build diversity since you always have to get an m3 since its the only way you survive. With OKW putting out less early game pressure, sov can explore more early build options, and OKW can get power in other areas to make up for the oppressive early game they lose. Basically, lowering OKW starting manpower can allow matchups that are currently balanced to be made into balanced AND fun/healthy matchups.
Finally, rifles to 260/26 probably will cause problems for the ost/usf matchup. If an ost player mismanages his mg42, then the usf player quickly achives map dominance. Straight up cheaper rifles can easily put this early matchup into a dangerous state as it makes the early game far more punishing for the ost player. Also, rifles would simply vastly overperform for 26 manpower. Finally, cheaper rifles would hurt build diversity. Why get a weapon team when you can get a cheap core squad that performs well? Other options (the kind of combined arms options I think the game should be pushing) become worse in comparison if you buff rifles like that. |
Endured this dozens of times from this same guy, and me "acting that rude" is obviously in proportion to his behaviour towards me.
"But he did it first."
You realize how childish of an excuse that is? I cant say it doesnt make sense, but thats now how you act if you expect to be taken seriously. You've probably heard it before, but if you go down to their level, then youre no better than them. Thats not how you get people to take you seriously and respect what you say... |
I think Riflemen are fine or even good/excellent for their cost, especially at max potential (great vet and double BAR). I just feel that USF struggles to field enough units quick enough to stop the OKW Sturmpioneer/Volksgrenadier mass in the first 5 minutes.
Again, just look at how youre describing this issue. Youre talking about it as if it were an okw starting manpower + sturm problem, and not a rifle problem (because it is). Again, fix whats broken. Changing rifles is tantamount to changing whats not broken in an attempt to fix something else thats broken. |