My thoughts on factions needing some of these changes.
OKW
-MG34 does not suppress consistently enough
-FHT does not either and it is an underwhelming unit. Buff needed
-Should have snares available already in the beginning. This is the only faction to get AT earliest which dampens their AI early significantly even more than it should. It is really necessary for them to have snares early as they already nerfed most of the early game elements. Nerfs more than stated according to charts. Little has been done to improve mid gameplay in contrast since Battlegroup is in a worse state than before.
-Kubel Vet 1 should be switched with Vet 3. Damage can increase slightly by +2 or 4, its current accuracy is poor and damage is only 4. I mean Universal Carrier can get upgrade and do 11 damage per shot which is far greater in contrast. Price increase to 230 manpower.
-Falls nerf the vet bonuses since that is what makes them OP.
SU
-Maxim deathloop needs fixing and buff suppression
-Conscript 7 man should be available already to purchase when you get T3
-Conscripts Vet 1 should be changed for performance increase instead. Trip fire should already be available Vet 0
-Molotov and Snares for Conscripts should be all in one. It should just costs as much as the snare upgrade altogether.
-Make Conscripts scale and more viable better
-SU76 vet 3 should be 160 damage like Puma Vet 3. Cooldown should be reduced.
USF
-Was buffing Riflemen a good idea? Cuz I thought they were strong already even then OKW early game had been nerfed.
-I dont know if Riflemen buff was even a necessary change. I feel that it was supposed to be either a nerf to Volks or a buff to Riflemen, NOT BOTH. That is why I mentioned early snares for OKW.
-Riflemen should have snares Vet 0 instead of Vet 1. Vet 1 enables them to reload slightly faster maybe.
-Side tech for LT and CT for unlocking lights etc should be cheaper. USF has already a lot of side tech to purchase.
-Scott may need kind of a nerf since it so effective. Maybe reduce range only to a certain extent and in turn reduce the cooldown of abilities.
UKF
-Royal Engineers should be available in the beginning. Their snare should be locked behind the tech of the 2nd base. Purpose is to help in some way counter CQC better.
-New Feature. Able to purchase both side tech for AEC and Bofors but at the cost of "Locking Bolster 5 man squad". If you purchase first "Bolster Squad", you are only allowed then to purchase one of the two.
WEHR
-Grenadiers Vet 1 should be changed for performance increase instead. Med kit should already be available Vet 0
-Make Grens scale and more viable better
These are some things that I think should be changed. Some aspects of it.
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