At least in vCOH you had the option of usually going T1->T3 or T1->T2->T4 because fuel costs were lower.
In this game it's ALWAYS T1->T2->T3 and their dumb changes don't affect anything.
They need a complete redesign where all HQ changes are cheap and unit costs in each tier are increased, but they don't have the full team needed to test that and get that out in this point of the design cycle.
All Tier 4 units are a waste of money and time given the way they've balanced it. They might as well just remove it from the game.
check my signature.
45 cheaper fuel is quite a bit. the wehr is going to have the second lowest total fuel cost in the game, second to the soviet.
the wehr tech tree trade in flexibility for cost. they have the least flexible tech tree in the game, but its one of the cheapest in terms of manpower and fuel.
If aaht was buffed no one would ever get mech truck first. How you do you want it buffed?
either faster setup or better penetration, maybe both.
right now the aaht takes 4 second to setup , and that's a long time. even the 37mm on the US AAHT only take 2.13 seconds to setup, and that unit has dual .50cal for back up.
penetration wise, the aaht only has 30/25/20 pen, least than the 222's 35/35/35 pen. 37mm is 40/35/30.
Light vehicles are a standard part of all faction's build. 222, stuart, t70, and the aec/bofor are all important step before the player get their medium tank. The okw shouldn't be an exception, and they have two great light vehicle.
the main problem is really how the OKW have to chose between healing or going into the light vehicle phase. The idea behind buffing the AAHT is to give the OKW a third choice of light vehicle, and to allow them to get healing and not gimped out on their light vehicle.
I didn't take stray shot hitting into account. However, if I knew the probability of stray-shot hitting per range, I could integrate it into the formula.
stray shot is important. Your calculation is deeply faulted if it doesn't accurately take into account stray shot.
I test panzer4 vs cromwell in game, and the panzer4 won 6 out of 10. In addition, the panzer 4 rarely missed when both tanks are stationary. It was mostly down to whose penetration and armor were better.
However, to be fair. On the other hand, things are unfair when it comes to Cromwells vs P4's. The question is, by how much?
How do you think fights play out in 1v1 if both tanks remain stationary?
- When both tanks are at Vet0
- When both tanks are at Vet3
You can discover the answer here:
(Tip: Click on the images to see them side-by-side)
How do you think the fight will play out post-Cromwell nerfs?
Note that while the images show that the Cromwell should have been made weaker relative to the P4, nerfing the Cromwell target size was not the only way to go:
- We could have nerfed a different stat (e.g., Cromwell armour, some of the reload bonuses)
- We could have buffed P4 penetration instead
(No. Cromwells vs Panthers don't stand a chance. Even Vet3 Cromwells vs Vet0 Panthers).
did you use a formula? formula doesn't really take into account stray shot hitting.
Why Ostheer has HMG42 and Ostwind? They reasonably do the same thing by denying infantry access. Why USF has M15 and .50 in the same tier? Why Sov has T70 and M5 in the same tier?
This is a non argument, AAHT has a purpose, mobile anti infantry platform, dealing with Airforce if necessary. It requires micro to not have it like a unit you send in the middle of your enemy frontline brainless. It allows different playstyle and I can tell you it works if you micro it correctly, this unit is a pain in the ass to counter in good hands before medium hit the field and this is perfectly nice and fine.
The price question is also irrelevant. the price is there to not let you have it too early even before your enemy can have a soft counter available. Remember why a Wc51 is so expensive in fuel? Remember why a M20 cost 350 mp?
Retreat and medic + HMG34 + ISG + maphack + upgrade pack isn't a good purpose? You can skip it for the heal if you are good enough to vet your sturmpio and use medic crates. It gives you a huge field presence bonus, the moment it is build up, no faction has the capability to destroy it. And on top of that you want more soft AI and AT power? unlike other factions, it doesn't deny you access to AT or support units (USF and Sov)
So less map presence, no free heal but powerful light and medium unit giving you a lot of mobility, to me it sounds like a good compromise. which other faction has a so early access to rocket arty? which other faction has access to a dedicated tank destroyer from T2 and potentially first building made? None.
And for the rest, honestly do you need a better building clearance than super fast flamnade ensuring to kill at least 1 model per hit and then dot. OKW already has the best/cheaper/most available building clearance capability in the game, available on any volks squad.
Let Relic corrects the bugs around the flaktruck and the unit would be perfectly balance.
1) OKW AAHT's uselessness isn't even about redundancy, it's the fact it's a piss poor unit. Removing mg34 from the common tree also bypass the issue of it being redundant with the mg42 call in in the fallshirmjager doctrine. I personally prefer to buff weak unit instead of complicating the situation with new units.
2) I don't think the medical truck have the tool to face the light vehicle meta in 1v1. The current Raketen + schreck isn't really enough to face stuart or t70. If it was a choice between buffing the raketen/schreck or buffing the AAHT I would buff the unit that would require the okw to spend fuel.
I'd like too, but we are talking about the balance mode, not our personal wishful mode.
In the current state of the balance mode, OKW has far than enough to deal with any type of situation if going unilaterally T1. HMG/Flak truck anti infantry + shreck/pfaust/Raken.
What you are asking for is a unit dealing AI/suppression + AT vs light tank for a super cheap price, all of this with shreck/pfaust/raken on the field at the same time.
the balance mod is basically relic trying mirage's mod and see what works. I don't see any inherit reason why changes couldn't be made (other than it being a bit late)
Are we talking about a faction having in the balance mod: T0 shreck + t0 Pfaust + t0 raken + T2 Puma + T2 jagpanzer + T3 Panther + ultimately King Tiger? And you are complaining because that faction have to make a choice between heal or early light vehicle? Not mentioning sturmpio still have medic crates and basic infantry passive healing vet3 (or vet4).
Sometime, it is good to think the faction has a whole, on not only every single unit in a vacuum. Because at this stage I'll ask the M15 to be equiped with tulip rockets because you know it doesn't cut it when come medium tanks.
giving the schreck to the storm was a mistake, and I don't think the OKW needed the mg34 as a common unit either. The flak HT should have been buffed instead.
The OKW is stuck in between meta. I don't think the current sturm schreck + raketen is enough, but buffing any further is going to cause problem.
If Flak ht was buffed in exchange for the schreck and mg34, then okw early game would be categorized as an infantry+ light vehicle faction with weak support weapon. Okw would have good infantry with a strong mechanized and armor element, but weak on the defensive due to poor support weapon option.