There's two German factions. One, OKW, is largely considered overpowered compared to the other, wehrmacht/ostheer.
The only patches that have occurred in the past 2 years has been made by a non-relic mod team. The balance forums here, on the official forums, and on steam, are a bit of a testament of how well that has gone.
In my opinion we are two years into metagame whack a mole. But that's just my opinion, man. But also the changelogs from the patches might help you form your opinion on what's happened.
Better than flavor of the month DLC commanders bloating things up, and there haven't been aNY new factions jammed in, so that is worth taking into consideration.
Well, you can never reinforce 4 grens or 6 cons. A 1 man squad is 90 for grens and 100 for cons.
But the thing to keep in mind is that a retreating or reinforcing squad isn't always at the lowest survivable entity.
For grens that 30mp per entity adds up when you need to keep every model alive to maintain field presence.
Cons, well, there are certainly more models in the squad, but I don't find that they're often bled down to 1 entity. Regardless, the sheer amount more damage cons can absorb per squad really starts to pay off in terms of field presence.
In a way, it's 30 mp for 80 health for grens. 20 per 80 health of cons. That adds up over time, all things considered.
Since the final version shown in the Contest Cup, I've made a number of visual improvements and fixed an assortment of bugs.
All the pre-existing craters should have no blocks of impasse. Readjusting the terrain heightmap to eliminate the road ditches screwed things up. I think I have gotten them all now.
Fixed/improved a number of objects in odd positions from adjusting heightmap and removing deform splines previously. (These are the hardest to find...)
I made some non-gameplay adjustments to territory sectors. They now include the flanking pathways that exist on the edges of the map.
Moved the map entry points on the road outside each base so that they are in their respective base sectors. I realized if the that point was captured by an enemy, they could call in units directly in front of the base. Which is cool and all, but not for this map.
Removed the last deform spline I could find.
Added an invisible wall of movement-sight-shot blockers on front section of the base sector borders. Artillery shells clip and hit the buildings in scatter more often on the north side, so I added some invisible walls so that the south sector's forest grove couldn't be fired through by long range/indirect units. Units can still fire over it, but it's much more equalized now.
Nudged some of the starting base points and base MGs around a little bit.
Removed some of the heavy crush objects on the left and top side areas to match distribution with the right and bottom.
Added a few more fire effects on ruined buildings to better indicate that they aren't garrison worthy.
I'll continue to update as I have time this week. And feedback that can be given will be given high priority as I can only waste so much time idling in custom match, and the AI doesn't show me how the map actually plays for people.
Thanks so much! It's an honor to have a map incorporated into the map pool and I want to do what I can to deliver the best possible product.