I think Relic has made it a point that only allies get AoE healing. |
I couldn't really answer the second question. |
When I got bored and made a mod to redesign the factions I made the Lieutenant and Captain 1 man squads that merged into a rifle squad to make a 6 man squad. Had a 3 LT limit and 1 captain limit. I eventually made it so they could merge into team weapons too for unique abilities, (don't think I ever worked out the kinks on team weapons though). They couldn't break away from the squad once merged though.
I thought it took care of the whole 'free squads for teching' notion rather nicely. It needed balancing, sure, but I'd redesigned the other factions as well so it was mostly an exercise in messing around creating what I thought would be fun at the time. (And noticing how easy it would be to fix so many of the frustrating components of general gameplay for all factions.)
Anyway, the problem is that both USF and OKW have core issues with their infantry level strategy. OKW is clunky as all hell when it comes to inf AT and suppression, and USF is flat out pigeonholed into limited strategies because their access to team weapons is heavily restricted or, until this last patch, non existent. Hell neither can even get flamethrowers without a doctrine choice.
Both WFA armies have strangely defined 'builder' units as well. USF sits on one end of the spectrum with REs being next to redundant next to vehicles crews and riflemen. And then you have OKW's Sturmpioneers being way on the other end, especially now, handling virtually all non-cannon fodder tasks for OKW.
So pretty much until the mid-late gamewith WFA you have a sort of amalgamated mess of awkwardly paced units until tanks.
I feel like at this point I'm just going to have to make a total overhaul so that that I could play a mod that doesn't break every patch. |
He's just splitting the odds between rear and frontal armor there, since except for a few vehicles it's 50/50 which side scatter will put the shot. |
The problem is, what else is USF supposed to do? They can only rely on riflemen..
Both WFA armies would stand to benefit with another tier building or side techs. Having only three tiers makes it really hard to pace units.
USF's MG is in an awkward position as a result, and OKW's tech has rearranged a few times and they just received their own awkwardly positioned MG.
Infantry, Team Weapons, Vehicles/Halftracks/Light Tanks, Medium Tanks/TDs/(Rocket)Artillery, Heavies.
All being crammed into 3 tech buildings and an HQ. |
Well, much of the problem with both zooks and schrecks are their accuracy at range. The whole 'attack move blob' that could kill a tank in a single volley at max range is what has made blobbing so powerful/problematic. It didn't give players the chance to react unless they had superior sight range on the blob.
If max range was pretty much auto-miss it would at least require the blob to move into more dangerous ranges to get those kills. And that would apply for zooks and schrecks alike. |
I tend to use merge on the front lines to leave a full strength squad instead of, say, two squads with 4.
It's more the micro tax than anything. If you can do the micro it's always worth the manpower. (Well, except for on original team weapon crews I think.) |
It's almost as if having 3 tech buildings instead of 4 makes it hard to pace units. Team weapons, infantry, vehicles, tanks, artillery, and support units all crammed into 4 base buildings total.
I think USF needed a mortar, maybe not THIS mortar, but a mortar crew nonetheless. But I don't understand why it was made t0 whereas the OKW MG34 was put behind a tier building.
But as far as I'm concerned, mortar teams, MG crews, AT guns, and infantry squads are game mechanics, not individual units. Every faction should have access to them to make the early/infantry game fluid and dynamic.
Call me craaazy, but I find there to be plenty of room for asymmetry even when factions all have the same core mechanics. |
Well, a lot of that has to do with them not dealing damage per second, but randomly hitting 80 health entities with bullets that deal 16 damage. (This is for grens, combat engies, and conscripts, not WFA soldiers or LMGs)
They have to hit an entity five times. This will likely take a while at range, but unless there's green cover, it's still just five hits on an entity.
A good/bad roll and those conscripts drop a model in one volley. |
So the OKW version is a the same shit as its counter part but it requires twice more XP. Thanks relic for doing nothing, again.
OKW OSTHEER
Veterancy level 2 Veterancy level 2
Scatter -%5 Scatter -%15 Recharge -%10 Recharge -%25 Rotation Speed %10 Rotation Speed %30
Veterancy level 3 Veterancy level 3
Range -%10 Range -%33
Veterancy level 4 Scatter -%10 Rotation Speed %15
Veterancy level 5
Range -%23
Well, except according to that, the OKW version seems to miss out on 5% rotation and %15 recharge compared to OST's vet 3. |