Lago is on point here OP, he is giving you a helping hand even if you dont see it that way.
The change you suggest makes early game too risky and not so much rewarding at all. Remember SU can get AT penals, riflemen get snares at Vet1, so fighting early with 221's is not a good idea at all.
Even though volks are "too good" simply removing them from T0 is not alright.
I have to admit i like the idea of Spios and T0 LVs, but its not adequate for the current meta. |
@OP I raise you a better idea:
Remove snares from all mainline infantries. (Yes all of them)
Now mainline INF have AT single use abilities, (Pfaust, AT nades) 2 or more to destroy an LV
Move snares to AT specialist squads. (Pgrens upgraded, Spios upgraded, RES, RE, Guards/Penals AT)
Reduce wc51 and m3 SCOUT car armor to kubel levels.
Only UC has some "armor" now but units inside cant attack outside anyways.
Now unarmored LVs have to be dealt with small arms fires, hanheld AT, mines and HMGs.
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Totally forget that the Ost variant exists
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Since when OST can land 222's from T0/T1 ? |
Wow it took a while to read the OP. I agree with almost all the points explained, Great post and PoV.
Clearly OKM implementation was the most radical and problematic. Indeed its continous fixing and iterations didnt solved the problem at all. As it is now its a mess of overpower and lack of originality.
I agree with the vet5 system being a problem too, or at least its another one in the long list of onverlooked overpowered aspects of OKM. Let me elaborate.
If a factions offers 5 vet ranks in exange of popcap costs (less units but more capable) this can become a snowball logic easly. As volks are right now they are on par/somewhat superior than other mainlines inf, adding on top of that they get 5 vets, thats a clear unbalance, since each vet only increases the gap of volks bulliying other infantries.
As a sidenote if the vet5 system were only on a special set of units, like the "commandos" (obers, panthers to name a few) these units should be designed with a clear disadvantage to begin the snowball (obers come late, panthers are expensive and so on) but only after the player solves the early weakness, these units become really strong, as the faction design ment.
The vet5 system trades the micro management of many squads into microing better options in fewer squads, the problem is that currently OKM have low amount of abilities to level par with other factions micro tax. What i mean is usf have to deal with 3+ squads to kill 3 volks in green cover, as OKM you sit and watch instead of forcing the assault out with abilities. I know is not that simple but its pretty much like that.
TL;DR
Only specific units should have vet5 and they must be really weak at the begining. It reduces the micro tax of many squads
With regars of UKF emplacements, I think AtomicRockets got the best idea, a sandbag toggle ability and to give them a little mobility as a heavy team weapons. Long setup times to stop them creeping towards the enemy base and maybe them to required to be set up in connected territory. I know this changes wont see the light of a patch tho.
I always looked after USF original aspects or faction design and i was wondered why logistics didnt showed up, i mean in CoH1 they had the fuel cache upgrades, stating that efficient logistics made troops cheaper and less upkeep, but in CoH2 that feature dissapeared. So many people have already noted how expensive riflemen are and they feel pretty vulnerable, mostly because they are constantly pushing. A tech to reduce their reinforce cost should be taken seriously to implement into the actual game.
Apart from that the other point i see USF suffering a lot is with tanks, as the game is currently each tank requires a lot of microing and they are somewhat pricey even the cheapest ones, because of cost/efficiency ratios. Its true that USF and SU can mass 4-5 tanks and thats a really strong push on teamgames but still microing well 5 tanks can be a hell difficult task to do.
I would love to see some "tank formation" dinamyc for a faction like USF, as tanks come into the battlefield they could choose to be merged into a formation, this should be implemented as a way to reduce micro tax of each tank and allow the faction of have an advantage istead of a difficulty to use its faction perks.
I hope this thread could give other people a good point of view of assimetrical game balance, even though its hard to do, it has a lot more of content and diversity and makes the game a lot more playable. |
You must main OKW, since you missed my sarcasm completely.
is this some sort of inception mindf*ckery?
A main OKM recognises another main OKM because of their comments about USF, and that is being discovered by a main OKM player??? |
Have you ever tried them? Suggesting them as even remotely useful for anything tells me you didn't.
Not that early, susceptible to 222 just rushing and murdering it if REs are not baby sitting it.
With what? Ost will always outnumber brits.
Actually, only reliable option is WASP.
why allied need to have simple answer strategies, i mean:
Enemy HMG? -> get sniper. Problem solved
allie player: -Oh, they have 222's... (*difficulty raises)
-"nah, its impossible"...
Yeah, pretty much summed up.
Idk, game is hard or wathever /s
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volks should be fine, but on pios would mean only a few points will get the flares, even if they were free. Im ok with both options, its a really good ability imo, borderline OP. |
Because kubel has never had effective AI... Oh wait
Buffing the gun isn't the answer. Simply remove the gun and give it camo when stationary for 5sec or so. The last thing OKW need is more early-mid game firepower with how well volk spam and their light vehicles work.
The idea behind buffing kubel is to give other options to OKM players instead of spamming volks, but GJ missing the point.
To Make kubels gunless and camo when stationary, like a totally useless "buff" (ninja nerf). Im not liking that idea tho |
When people ask for axis buff... historycal facts are the excuse.
Then people demand axis nerfs... its because of game balance.
Remove the HMG from kubels, and make them faster to turn and move.
No more discussion |
I'd take the cheaper HC smoke for Rangers only, rather than Cover to Cover 70 munitions cost, but I think that buff perished with the change right?
That's like, 160 munitions, on an army everyone keeps saying you need 600 worth of upgrades to compete dominate.
Don't diminish the strong aspect of rangers, they are not baby troops but one of the best elites... |