No highly mobile FRP pls.
Rather see the suggestion of OP implemented, although I'd like it even more if all FRP's got removed.
Maybe that would even be the better nerf to USF Major: disabling the FRP would take a few seconds, so that the Major is at risk of dying if the USF player is not careful. |
Models become immune to crushing once they retreat.
Thanks!
Just wanted to be sure, since retreating models clip through tanks more often than usual. |
Nice writing. As soft FRP it could be upgrade for halftruck (OST and SU) to med halftruck with increased area of reinforcement and healing aura when it stationary.
I would give SOV an upgradable healing ability for 60 mun or so (exclusive with the Flak upgrade and squad transport of course), while OST should get a slight cost reduction (down to 40-50) mun for the healing and command upgrade on the bunker.
That would stay in line with OST defensive and static play. The problem with Soviets is that the idea were cheaper throw-away units. This is not true anymore for Penals, and even Conscripts have gotten more in line with other main line infantry. I have a little bit mixed feelings for giving SOV forward healing, but since it were to be for soft retreating squads only, I think it should be fine. |
I know this is a very old thread, I think the best for more or less random questions.
Can tanks crush squads on retreat? Or are these too fast? |
Let's start stating some facts again as quite a few people are missing the point and to make the current differences clear to everyone before potential bullshitting.
OST: no retreat point, halftrack reinforcement, bunker reinforcement and healing, one-time single squad healing for muni each time the ability is used
SOV: doctrinal FRP on one single commander, halftrack reinforcement, NO healing outside of the base sector
OKW: FRP and healing upgradable when teched (both together quite expensive and rarely seen in smaller modes), med crates healing. Volks self heal in late game at vet5
USF: mobile FRP, reinforcement and healing. Most expensive healing unit in game and there are no other options. Comes at the price of constant use of population and opportunity cost for not using abilities of the major
USF: FRP, healing and reinforcements in FOBs. VERY expensive to build both, I would assume that even larger modes rarely allow Brits to get both down. Upgradable AoE healing on IS as pay-once upgrade
You should see that Relic tried different strategies with this mechanic and the three new factions have different benefits and cost. I do think that OST and SOV would benefit on larger maps, although I am not a big fan of real retreat points. Soft retreating from fights should be encouraged by forward heal and reinforcement points, a real retreat should be punished by longer walking times. Real FRPs should be expensive as with UK and OKW, USF could use a very slight nerf here, maybe in the form of 1 pop and a bit more MP on the major. |
DAFUQ?
2500 hours in game and this is a new one for me
I knew about differtent vet values for different units, but not that they change with vet
Yep, you can see this in basically all replays, just enable the XP info bars that pop up when a unit kill an enemy model.
See how much XP you get at the beginning of the game when your units kill an enemy model, and then later on when they kill a model of the same, vetted squad. Don't know about the exact increase, but Katitofs 20% seem about right. |
But since KV1 is doctrinal, you are always free to not choose its commander, specially if it doesnt perform very well vs OKW.
I do agree with the rest of the post though.
I think the game benefits most if we aim for all doctrines being usable against all factions (in general). Especially Axis would be hurt otherwise, as they have to face three different factions. It promotes creative play and different strategies, not just "fight against faction X -> take commander Z as a hard counter".
Just look at what happened to Osttruppen. They perform very well against Brits as they drag out the fights and can trade decently, but they're trash against USF since they tend to get overrun. In my opinion that's bad design. Sometimes you can't avoid some side effects and some commanders being better against some factions will always happen, but we should not aim for reinforcing that trend. |
Timing is a big part of a unit beeing up, balanced or op. Imagine the KW-1 would come at T2, it would be op as hell. Just wanted to say it wouldn't be slightly up if it would hit the field earlier, timing is a part of balance.
Yes I never doubted that. But an early timing allows only the first unit perform well as a shock unit, while all others are wasted resources. That's why nobody builds the scout car/flamer half track/UC etc after the early game has passed, as those units have lost their shock value and are not worth the price anymore.
The KV1 is a premium medium, so it should hit the field at around the same time other mediums to enable the enemy to better counter it. If not, you need to decrew the one PaK that your enemy has at the time your KV1 comes out and it's probably gg cause you can drive right into the base.
The KV1 is better off if it's performance matches it's cost, so it's usable at any time point in the game and not a one trick pony. Basically just like any other tank call-in in the game. |
Sorry mate but jackson, scott and pack howi nerfs at this point are certain. The question is how hard should the riflemen be nerfed. 300mp, same as penals, seems fair. But i would like to hear your opinion.
I really do think that you should apply for a position at Relic.
No, but seriously:
If you think something is wrong go and make a decent argument. We can discuss about a lot here, but at the moment your point is "XYZ OP! NERF!!!!111!eleven"
Great stuff mate. Great stuff. |
1. Allies lost third game too.
2. I was suggesting to nerf allies early game IN ADDITION to jackson, scott amd pack howi nerfs. L2Balance.
Ah, so nerfing USF mid to late game is apparently already a given. Better kill the early game too, for ALL Allied factions of course. God forbid if Axis factions only get a 50% winrate.
Gotta love also the reasoning: "I saw a couple of games!"
That pretentiousness level is waaaaaaaay over 9000.
I mean, you could start a decent discussion about which units you think to be OP, why and how you want them to be changed. Also you could contribute to ongoing discussions with intelligent input and interesting thoughts. Does not seem like your way to do it. |