I said that the current anti arty commander formatted as "fortifications" is the bad design. I stated many times, to change that into a "combined arms" or "ambush/anti arty" design. Being rather aggresive on the call-ins instead of "defensive" ones. All the new abilities i pruposed either achieve the same thing (to counter heavy arty play).
Many people interpreted i dont know how to counter this docrtine, and what im really saying is about is provide a revamp into a better balanced doctrine and better to balance furthermore the OKW itself.
Balance discussions are pointless because many ppl argue not wanting to "fix" things, just want to whine and get attention. But if you take that away, you find a great community with vast experience and many great players. Game is Hard. Period.
Awsome! I do also want that to happen.
I think of SWS buildtime to be IDK twice as slow, but if sturmpios are present and "help" with their setup they come back to normal rates (or better hehe)
Maybe another way to achieve that is that total HP of the SWS HQ grows with its % of construction. If you land a couple shot on a 5% done HQ it will blow up.
Another idea is to remove notifications of the HQ being attacked, and activate them when its finished.
First of all I ask you to take a moment and read this:
I think Fortifications doctrine on OKW does not fit their theme. OKM seems to be aggresive and good at spec ops and breakthroughs. The elite of german forces yet not the most conventional. okw
I know many OKW will not like to hear this, but fortifications its kind of OP in some aspects. Battlegroup Headquarters and LeFH18 synegise too well and becomes really annoying. In many 4v4 games that guy who plays fortifications just sit there and just waits to win, in 1v1 is a risky choice but its an option. IMO that fact breaks both, the faction design and balance since any buff to tanks/troops will make things easier to defend that setup. Maybe someone will argue that fortifications doctrine "its mostly to counter" other arty heavy commanders. If that is the case I consider there are better options with more fidelity to the faction aggresive design.
Other strange thing with fortifications is the field defense ability, I know, its useful as it is. But its a copy/paste of OST bunkers and mines, Its like making OKW half like OST. Again it breaks the faction design, the balance (since bunkers are great to hold ground for 0 Pcap). Need a reinforce point? you already got one. Need a blob control?, Mg34.
Maybe changing the aspect of "fortification" to an "ambush" or a "coordinated assault" design might be the first step. For example:
LeIG new abilities, ie LeIG now can camoflage to make them elusive as raketen.
A new mine type could be coded into the game, ie "Glasmine 43" this mines cant be detected with minesweepers, they are small so only affect infantry, additionaly they could cause some dot (as a bleeding effect) on the soldiers affected.
Maybe give sturmpios the ability to cloak on cover with an camoflage upgrade, an "ambush package" upgrade.
Or else take some other commander abilities like "For the Fatherland", "Signal Relay" or "Artillery Flares" to enhance the defensive or map awareness aspect.
Maybe a drastical one would be remove MG 34 as a non-doc from T1 unit and give it only to this doctrine only, but flack HT would need a suppression bonus after that.
Yet I just dont have the best answer of this one.
What I expect achieving here is:
*Keep factions design original and balanced.
*Help further balance changes removing possible exploits or strange synergies out of the game.
*A possible revamp to this doctrine and maybe OKW after that (?
*Tradeoff a defensive commander for better offensive strategies for OKW.
*Get feedback on this doctrine, whats good/strong/bad of it.
*Backtrack the tendency of mirroring factions because of lack of good ideas.
TLDR:
PS: I noticed I messed up the title of the thread "docrtine" haha my bad
I want a clear answer. Why does OP want to punish so bad placement of SWS?
I dont think there is any type of "OPness" in that. Also note mention, when any of the already set up SWS are spotted they suffer a lot, being it mortar fire or any attempt of flanking.
I think its only to make a cheesy play or force even more OKW to placer their HQ on base area
but my main prob here is not T1... my main problem is the more defensive oriented SOV T2 build... you see although T1 can actually pressure ost enough to delay the P4 to the point where the T-34 comes significantly earlier... (around a minute or longer) this simply isnt true for a SOV T2 build since
1. its a less aggressive and more defensive build overall unless PPSHcons are involved
2. its a more fuel intensive pathway... it actually takes more fuel to go thru T2 towards the T-34...
We both agree totally here. Maybe lowering CP por shock troops or guardians can help keep the aggressive aspect of SU. I have tested and im certain that suiciding (is that a word?) squads gives you XP (rly), maybe a new strat that makes you "sacrifice" a conscript squad or two in order to get even faster a guardian rifle squad, or distracting the oponent can be a thing. I might just be terribly wrong.
Anyways SU is not in a bad spot as everyone here is saying. T4 is too far away to tweak it.
As i mentioned before, if you lower T4, then T34 should be somewhat nerfed, otherwise SU just will stomp every game unless they fu*k up real bad (ie. hitting a Teller mine)
my proposal is to even out the teching cost for OST and SOV... if you think that this is a bad idea then explain appropriately
The game must be assymetric in order to have some challenge. Otherwise you are just playing AOE2 with some fancy graphics and machine guns.
Get the idea, if you as russian are not putting pressure into your oponent, to halt or cripple their fuel supply, thats a mistake you and only you are making. There is no balance issue there, its the game design itself.
Ps. If you really want to talk about balance then start looking at those details, all of them, not just plain math (ie SU fuel vs OST fuel). Keep track of the things make factions strong/weak/fast
ive had a game where this guy simply builds an OKW T4 HQ... but fucks up his placement and gets satcheled... and simply cancels it to regain his lost resources and waste my satchel like a get out of jail free card...
i find this stupid to be honest... if you placed your HQ there and have been outplayed to the point where i satchel your HQ... you better damn lose your HQ along with your fuel and resources... not cancel it to reimburse resources like a get out of jail free card...
Just wait for it to end building... voilá! He cant escape now.
I find your complaints every time even more childish than the one before...