Regardless, it leaves the universal situation, that Ost Support Teams are all significantly squishier than their counterparts.
That, in and of itself, is certainly something that needs to be taken into serious account when considering balance of Support units, and their performance of their roles.
Mg42, 81mm and PaK, are all only 2/3 as durable as their Sov counterparts. They are all squishier.
Indeed they are. And as long as they aren't under-performing in their roles due to this fact (might be arguable that the Pak underperforms, but that's another issue altogether), there is no cause for concern. |
It is not reasonable to state that comparison of the differential in Support weapon crew sizes, is somehow not a valid balance concern or element. It "exists" and is part of the game, and as such is up for and subject to scrutiny as an element of that complex interweb of balance you refer to above, in the same way as is everything else.
You can't just write off the difference.
If the MG42 performs in it's role and is balanced, and if the Maxim performs in it's role and is balanced, then the difference is of no consequence and can be written off. You can't bring up a list of pros and cons of both HMGs and argue that each must have the same number of advantages and disadvantages to get perfect balance. If the MG42 has less statistical advantages, for example, it may have other advantages on its side- example would be in-situ reinforcement is much easier due to the much easier access to the halftrack the Germans get, whereas with Merge may leave conscripts undermanned and dangerously low on health so close to the front line. This is just an example,and not a very good one, of course- I'll think of a better one in a bit.
Time will tell if the MG42 and Maxim are balanced in their current state, and with continual updates and balance patches to the game they might have to be adjusted to compensate. But if they are balanced, then there's no problem if one is more survivable than the other. |
The factors you list can be considered "equal" and mirrors of each other.
But as balanced as those are against each other, none of them explain the 2/3 survival difference.
I'll explain the 2/3 survival difference.
To quote my earlier reply in this thread,
The problem is, these support weapons (and indeed all units in both armies) face different circumstances and different counters, while appearing at different times from different buildings to fufill not-necessarily identical tasks. You can't just compare them directly.
For example there's the Pak and the Zis. The Pak appears in a tier almost all german players go for, but has to face hard-to-hit T70s, is vulnerable to snipers only if the soviet goes T1, not very useful against Soviet M3s due to snipers in the same tier, fires faster, but has to deal with soviet mortar precision barrage and KV8s, not very useful against Soviet T4 due to long range of SU76/SU85, etc etc. The Zis appears in a tier only some soviet players go for, has a barrage ability, is more survivable, has to face mortar halftracks, has to deal with blitzkrieging Ostwinds, not that vulnerable to Snipers but poor against heavier vehicles, works well with ram/button from Guards/T34s, etc etc.
There are so many factors to consider when looking at the effectiveness of the unit in each role that a simple 6 man versus 4 man survivability question isn't appropriate. It's whether the unit fits into the faction arsenal as a whole.
The fact of the matter is, there's no point whatsoever in comparing attribute-to-attribute. The MG42 is less survivable in terms of direct model HP. But it also comes from a different tier, faces different counters, so on and so forth. So what if the Maxim has 6 men and the MG42 has 4? The point is, as long as they fit appropriately into the complex web of what they counter and what they are countered by, they are balanced. The Maxim doesn't face Flamer cars, but has to tackle Ostheer Mortars. The MG42 doesn't face mortar halftracks, but has to be balanced against conscripts.
Tl:dr- No point comparing the two- compare them in their roles. Survivability differences are there to balance their effectiveness relative to opposing factions, not to grant attribute equality to both sides. |
On Mortars, the 81mm RoF is offset by 82mm greater AoE.
On ATGs, the PaK RoF is offset by ZiS Barrage.
On HMGs, the MG42 Arc is offset by Maxim setup time.
None of these asymmetric arrangements account for the support team crew count discrepancy, especially not when considered against Merge, and weapon capture potential overall.
The problem is, these support weapons (and indeed all units in both armies) face different circumstances and different counters, while appearing at different times from different buildings to fufill not-necessarily identical tasks. You can't just compare them directly.
For example, the 81mm has higher ROF but a lower AOE than the 82mm. But the 81mm comes from a tier no player would skip in a 1v1, and is thus available earlier and cheaper to an extent, is used primarily to get conscripts and infantry out of houses, has a very mediocre counter-barrage, lower crew size, etc etc. The 82mm has an awesome vet 1 ability, but is horribly slow firing, comes from a different tier that not all players choose to go for, primarily used to counter support weapons like Paks, doesn't have to face 120mm mortars as a counter but has to face Mortar Halftracks and their flame barrage, so on and so forth.
Then there's the Pak and the Zis. The Pak appears in a tier almost all german players go for, but has to face hard-to-hit T70s, is vulnerable to snipers only if the soviet goes T1, not very useful against Soviet M3s due to snipers in the same tier, fires faster, but has to deal with soviet mortar precision barrage and KV8s, not very useful against Soviet T4 due to long range of SU76/SU85, etc etc. The Zis appears in a tier only some soviet players go for, has a barrage ability, is more survivable, has to face mortar halftracks, has to deal with blitzkrieging Ostwinds, not that vulnerable to Snipers but poor against heavier vehicles, works well with ram/button from Guards/T34s, etc etc.
There are so many factors to consider when looking at the effectiveness of the unit in each role that a simple 6 man versus 4 man survivability question isn't appropriate. It's whether the unit fits into the faction arsenal as a whole. |
What I don't understand is why all these percentages and stats down to the nearest third decimal are being bandied around. What matters is how these units (the MG42 and Maxim, in this case) fit into their respective armies and how they cope with counters (such as flanking, mortars, and flamer cars), not direct counterparts (the opposing faction HMG).
The Maxim comes from a different tier and a different tech system compared to the MG42, and as Stephenn pointed out faces different counters and different units at different times. Whether the units are balanced isn't because one is 20% better or 25% more survivable or has a 15% bigger arc or sets up 35.43% faster, it's how they fit into the grand scheme of things. |
Ostheer damage reduction would be larger, though a 0.0525 difference would be incredibly small anyway. |
It would make flanking easier, but still unrewarding due to the absymal damage they do the the MG. |
My guess is that if Snipers returned to CoH1 levels of effectiveness versus garrisoned structures, it would infringe on the niche of the mortar too significantly. |
Infantry Awareness seems to be another out-of-place veterancy ability on the SU85 as well.
The main idea is to have stat buffs from veterancy less linear, more support-role oriented, and in a direct engagement less powerful, perhaps. Vehicle veterancy in particular is, I think, rather excessive in many cases, capable of completely altering a match-up between what would usually be hard counters (like with the P4 vs SU85, T-70 vs Scout Car, et cetera. |
I've heard that Relic implemented universally similar/identical veterancy for just about all units of the same type for the sake of balance. However, does it not take away much of the variety and faction asymmetry dissimilar veterancy could offer?
Take a Pioneer squad and Combat Engineer squad. As they are, they fill almost identical roles, with the Engineers being slightly less cost-efficient in terms of DPS while having additional synergy with M3s. So instead of granting them nearly identical veterancy bonuses past the vet 1 ability, why not differentiate?
For example, the Pioneers could fill a more support-oriented role with veterancy like this, capable of keeping the heavy Ostheer panzers up and running quickly while actually making the field first aid ability cost-effective:
Vet 1:
Vet 2:
- Mine-laying cost -5 munitions
- Field First Aid cost -5 munitions
Vet 3:
- Mine-laying cost -10 munitions
- Field First Aid cost -5 munitions
- No received-damage penalty for repairing under fire
While Combat engineers could live up to their name with veterancy that augments their direct combat capability:
Vet 1:
Vet 2:
- Weapon upgrade cost -10 munitions
Vet 3:
Different infantry types could have different veterancy types. For example, Panzergrenadiers, Shock Troops, and Penals are entirely combat-oriented, hence could have more movement speed/accuracy/damage resistance bonuses. Regular line infantry like the Grenadiers, Conscripts, and (to an extent) Guards could mix ability-cost discounts with combat and line-of-sight buffs.
While these statistics are just examples (and may not be balanced) and such a significant change is unlikely to be implemented at this stage of the game, it's still an idea I think would significantly add to the depth of the game.
Thoughts? |