Kubel has no upgrade paths. Even default performs worse DPS than UC and UC has upgrade paths in order to make it better.
Kubel should at least have better DPS by default than UC for its weak armour and no upgrades.
Good at capping definitely but that only seems to be the only upside there is which all other units can do but more. At least make Kubel have better DPS is all I am asking. Fix vet too! Make price higher also.
Something roughly along these lines (very roughly)
Reduce their price to 260-280 area
Replace 2 stgs with mp40s
Standard repair speed
Flame nade
Normal wire
Mines
1 use med kit instead of 3
Sort of a jack of all trades master of none engineer. Offers a more balanced awnser to garrisons that can afford to come earlier without being too much die to squishyness. Still the best around, but not overbearing
Upgrade paths:
assault--
return to 4 stgs (maybe 2x with the pgren profile?)
Stun nade
Slight reduction in target size
Can use grenade assault if they have that commander
-gives an option to create something more offensive without requiring the standard repair guys cost 300mp. 45mu
Utility--
increased repair and build speeds
Sweeper
Maybe Shrek?
3 use med kit returns
Current barricade wire added but with normal wire laying speed
Faster laying mines.
Sandbags.
-for those that want to make better use of the defensive powers. More quickly they can do any engineering type jobs and improved. Good for late game refinement when your armour is getting its tits kicked in.
That is a good idea. To have upgrade paths for Sturmpio. Currently it should be more of a combat unit. Should be more adaptable. I like the ideas, they are great. Paths for being more of a combat unit at a cost of repair or vice versa. That is a good idea. It would make players use Sturmpio more often for more various reasons. These changes are balanced and have choice/alternatives. It should be all round but not overbearing.
Is the first "assualt-" upgrade costing 20 manpower and 45 munition or is it a separate kind of unit?
I like the complete idea of choosing between 2 paths for Sturmpio.
Either Assualt or Utility.
Either Offensive or Defensive.
For 2 different distinct purposes that sacrifices either one or the other.
That is great. I think an implementation like this should exist in the game for diversity reasons. To make Volks less of the viable current choice and more Sturmpio also.
If it were removed, it will leave Osteehr in a terrible spot since that is mostly their chance of surviving in many case scenarios.
It would require revamp for every faction who has snipers.
UKF can survive definitely without them. SU may need it still due to the lack of proper MGs and Mortar although it makes up entirely for capturing other team weapons.
Osteehr would just completely be downgraded since Pzgrens and Ostwind are terribly unreliable. They do not have many proper AI options. Mines that cost a lot. Fine for AT mine (a just price) but certainly not AI mines. They are good AT terms but terrible AI in comparison to any other faction.
If snipers were to be removed. Osteehr definitely needs improvements still with Pzgrens and Ostwind to make up for their current lacking AI even with or without the removal of snipers. Osteehr lacks completely AI early and mid. Light vehicles that are pretty bad and can be countered easily.
The vet system is not really an issue as long as it is implemented correctly.
I was badly designed for VG because the shreck allowed to vet very fast and it was badly designed with ST44 before it made them VG too strong.
If give the MP-40s to VG or no weapon upgrade it would be fine.
It is the same exact problem with Penal veterancy or M4C which where fine when base stat where low but is problematic when base stat (or weapon upgrades in the case of VG) are available.
If Stg44 is replaced with something else like MP40. It would make them relatively weak since MP40 weapon profile in this game is pretty bad. I would not mind but it has to be similar to PPSH which is currently way worse.
Volks should stay with STG44. Something to maintain some sort of aggression. Without any upgrades would make them like worse off than Conscripts. Volks in irl had a higher proportion of submachine guns and light automatic weapons and thus relied more on short-range firepower. STG44 fits their profile. MP40 would most certainly too but it is unrealistically weak in this game. It is fine but their versatility is what needs adjustments.
Sturmpio should have firenade and sandbags maybe instead.
If people want no STG44 for Volks, then Sturmpio would have to become 5 guys in order to maintain some sort of aggression. Volks by default are terrible although survivable in the beginning only. I metioned on "Volksgrenadiers terms of Versatility". Perhaps more can be emphasised there instead of here.
Link> https://www.coh2.org/topic/88296/revamp-volksgrenadiers-terms-of-versatility-okw
Every faction has a weakness but some have more than others.
Here is visual scale from strongest faction to weakest. In my opinion:
UKF>USF>OKW>SU>OH
This how it kinda looks like. USF and SU are hard to say, it could be vice versa. Depends really. This is how it is in all visual aspects.
OH has definitely the most weaknesses. Units that underperforms are Panzergrenadier and Ostwind since they are unreliable and too costy for their performance. This forces them to use grens and mgs and support weapons.
UKF has many units that are strong specialists. Similar to OH but simply way better. Scales even better late game. Best AI Tommies late game with all upgrades. Although AT can be a problem but they do have some superior range AT and emplacements to counteract them. Great faction to bleed enemy manpower easily if played correctly. Have Great counters also. The key is to keep your men alive and bleed more of theirs. Just abuse cover with Tommies and they will do great.
USF do kind of struggle against OKW in the beginning but have an easier time against Wehr. Comes 2nd place best AI units with upgrades the Riflemen. Have great AT Jackson which is personally better than Firefly in many aspects. They simply have great vehicles that functions the way the should and how they perform. Very Consistent. Use Howizter and it will ensure you kills, best mortar in game.
OKW is a good faction, versatile and good at maintaining aggression. Veterancy is an issue which is a weakness. Losing Bases even bigger weakness. Some units underperforming like Luchs and Kubel. They do however have good infantry the Volks as a great support unit. FHT is an easy counter unit so its not that good. Overall they do have some powerful units to counter but requires of skill and micro to pull it off. The only tactic for them is Mechanized which is kinda predictable though it is a great tactic. Good aggressive faction but does scale poorly in comparison to other factions late game.
SU has the best units to capture any support team weapons. The biggest upside about them. Penals which is good although costy. Great early elite SU unit. Too bad Cons are worse but are undoubtedly a good supportive unit also, must have upgrade in order to become better. Should be cheaper the Molotov and AT package. Maxim, yeah we know how it is. They do not have the best supportive weapons but definitely greatest at capturing them and maintaining them. Versatile AT. Has the best doctrine units in my opinion especially the abilities like "Mark Target". It is a very strong faction. Lots of explosions. They have got the big guns. B4 king artillery. Shocks, Guards. All very good doctrine units. Scales relatively well. Have many possible counters and strategies.
It is fair to say that over the six years we've had to play with CoH2, the game has seen a lot of changes. Huge numbers of patches, tweaks and changes that have overhauled the game in a multitude of ways.
Good job. Most of what was said is true. Some factions do need some tweaks here and there. Some factions are well defined such as SU. They need some improvements however like the Maxim a bit and Conscipt moltov and at package should be cheaper and a become a "all in one purchase". Overall the rest of the units of SU are good and consistent overall. They are quite the versatile faction there is.
Osteehr. Very difficult to say. There are issues regarding both Pzgrens and Ostwind. Fix those, they will be improved to the way they should be. Those two units are not that good overall, underperforms, cost not adjusted properly to how they perform overall. They are expensive for something they do too well at. Pzgrens I discussed on the "Thoughts on Panzergrenadiers" forum. Currently is a faction difficult to play since Pzgrens and Ostwind are definitely not viable options since they experience some problems. They lack choices early and mid game, thus heavily relying them upon team weapons. Otherwise Pzgrens would be purchased early and even Ostwind later on but they are not. They need fixing!
OKW, has definitely been screwed up. Some ways still is. Veterancy is definitely an issue now experienced upon some units. Certain elements and units needs some changes. Improvements and tweaks. Here and there. Overall where it stands. It is in some ways in a better spot than Osteehr is although there are some weaknesses. It is ok. Kubel and Luchs needs some improvements. Change the versatility of Volks to make it not the choice for engagements. Posted a forum "Volksgreandiers terms of versatility". Some changes required. Walking Stuka comes early, maybe switch it with Obers instead would set out some fixes, maybe.
USF is now a good faction. All if not most of the units function the way they should in comparison to other factions. Howizter is the best in game. One is currently enough to decimate the enemy , 2 is always better.
Having crew inside vehicles that can repair instead of using another unit. Another upside.
Do lack a vehicle late game with armour. I think a "Sherman Jumbo" would be a nice implementation though I doubt they would implement any more new units in game.
They do have the most powerful mortars in game although sometimes AT can be bad. Jackson is definitely a great AT vehicle which I do in some way prefer over the Firefly.
UKF is a good faction. Definitely annoying to play against and as. The emplacements which I think makes them stand out a lot. Bofors is definitely not impossible to counter unless they have the "Advanced Emplacement Regiment". They do have units that lack snares but definitely have great AI capabilities. It is like Osteehr but a way improved better faction overall. Most units functions the way they should according to prices. Bofors AA issue still stands. Firefly should do 160 damage and shoot more frequently to fix the issue since it is currently quite slow. Cromwell is pretty decent and feels more focused better against AI, has some difficulties against Panther. Churchill has the most health which is quite ironic.
All in all, some factions needs certain changes and improvements to define them better the way they should be.
If they are getting durability it shouldn't be an extra man or armour it should be a damage reduction like rangers have that way they don't get wiped by explosives on approach.
That is definitely what it needs. To take less damage then it currently does or to make them survive better.
I still think their cost should be reduced to 300 manpower because there no is reason for them costing that much. If we talk about Obersoldaten, yes they deserve a cost of 340 manpower but definitely not Pzgrens for their overall lacking durability, capability, utility and firepower in comparison.
It needs changes. It will help boost Osteehr in some ways for their lacking units.
Fix Pzgrens
Fix Ostwind
Then, it will solve most of Osteehrs issues.
Bofors has way too good AI, but way too weak AA. Centaure has too good AA, needs a hard-nerf so Bofors can be fixed.
Don't think we have to speak a lot about that. It needs ~ same stats as OKW base.
I agree. It is cost effective for something that dominates easily against infantry. It is quite strong for something that costs that much.
What Bofors needs is buff in AA but nerf in AI.
Simply AI is too strong. It can even combat nearly singlehandedly a PanzerIV (OH).
What it underperforms is AA definitely.
What it overperforms is definitely against Ground Units. Make it performs similarly to the way OKW base is since that is balanced. It is decent against both ground and air units.
Bofors simply fill too much a role against Ground units to excessively. That needs adjusting.
You're entirely missing the engagement ranges, the veterancy bonuses, squad size and timing.
Pgrens come far later and will be forced to fight vetted Penals who get "To the Last Man" dealy which makes them stronger as the squad sizes go down. 6 guys at medium to max range will beat up Pgrens who are an assault like unit that performs better at med to low range.
As simple price adjustment wouldn't help. Keeping the price and adding 5th man would be a step in the right direction as indirect fire makes a 4 man squad so vulnerable.
It's highly likely you'll face 3-4 penals and 2 guardsman, and a flamer which puts Pgren at a straight up disadvantage. They'll also lose to Shocks, another popular pick. They have no real advantages which is why they aren't used that much.
I think the best first step for them in order to get them on the field is by setting their price to 300 manpower.
You are right of the fact that it has no real advantages. The likelihood that anyone would use it. For its current price, it has to have more. It is lackluster currently. Nobody picks it because it is so! Giving it armour like what Shocks have is a good step instead of 5 man I believe. To also suit Wehrmacht overall being 4 man and all. Pzgrens should have armour.
I would understand if they were versatile but they are not. They are only 4 man. They do not deserve now to be 340 for the way they are currently. It should have better survivability for that price or something more!!!
It would definitely suit for them to have 5 man for their current price and performance or amour. 4 man is simply not worth the price currently as they drop like flies. Lacks utterly in utility also. Price is simply unjust.
If I had to compare to a Sturmpio. I would definitely take it with every chance since it has much more utility and better capabilities. Cheaper also that comes with a lot more pros than cons. Panzergrenadiers are just not worth it. They need to made cheaper or give them armour like what the Shocks have. Survivability needs to be increased for that price.
340 manpower, for what exactly, costing you more manpower without any real effectiveness?
Even to compare it to Obers. I would even pick Obers any time since they perform better and have more utility for that price.
I did a test:
Pzgrens vs Obers (with MG34 upgrade)
Obers won surprisingly medium range which is supposed to be Pzgrens specialty but that its utter nonsense. Long range Pzgrens lost miserably.
Close range, Pzgrens won usually standing with 1 - 2 models left.
Pzgrens should not be anywhere near the price of 340 manpower for the way they currently are. They are simply lackluster for that price. They need better survivability like armour, what shocks have. It is not a good a unit or even a supportive one. That is why grens are always chosen.
The reason why I would want to pick Pzgrens, is if stands out in one role, which it does not. It fails miserably to suit its current role. It is lacking, the only real purpose Pzgrens have only is AT. No one wants that because Pak is a better cost effective choice that is even more viable in most case scenarios.
Devs needs to evaluate the units according to how often they are purchased and performance. Pzgrens definitely stand at the bottom of the list as the least purchased unit for its overall effectiveness!