I'm not even sure what pfusies are supposed to be anymore. They have great damage, a 6 man squad, an absurd reinforce cost, and for 6 pop. They also have a (awful) grenade and riflemen-level snares and flares(?) IIRC. I don't get why people who play okw don't use this doctrine literally every teamgame, as it offers other variously powerful things for teamgames too.
I would agree that volks are a bigger problem actually because they are nondoctrinally mainline infantry, which makes them overperforming hurt a lot more. Doesn't mean pfusies are even close to ok though.
They put non-Germans in the waffen SS and little boys and old men were conscripted and girls were taught how to use rifles and grenades (I think this last one might have been a little later though). So I would say they were a little low on manpower towards the end of the war.
Hell at the end of the war Germans were fighting Germans. |
I am not sure what you mean by locked. The very first post I ever made was on the map feedback forums. Do you have to verify your account thru email before you can post?
I am able to post on other forums, interestingly enough.
I registered in like, 2013. |
Aren't five levels of vet awesome? |
Good is different to each person depending on if they win or lose on the map. And since no one plays the maps until they are in rotation...we will never know if they are "good" until then. And 98% of people that play would not know why a map is good or bad most likely.
After all of the complaining from the 1v1 map contest, I cant understand why no one cares enough to load each map for 2 minutes and look around in it. Then report back what looks good/bad. People will spend hours complaining but not 20 minutes to help make the maps better.
:thinking: "and why would Relic abandon this community...?"
With all the people who talk strategy everyday, I would think they would welcome opening a map and trying to think of ways to abuse it using each faction. Is it wide open? Is it all close quarters? Are points in Red cover? Are the major points balanced from side to side? Are buildings on top of cutoffs? Late game, are units going to be all clumped together getting wiped by arty? Will infiltration units be effective? There are only a handful of basic questions.
The fact that the official map feedback forums are locked to new users posting is not helping. Not sure if you need a certain post count or administrator approval or what. |
Interesting change. I would have liked to have seen what thats like (through a mod or some other means) but that seems like its asking for to much at this point. Anyway, the mod team seems set on a different, less drastic approach (not necessarily a bad one, im open to their changes) which I guess makes most of this discussion trivial anyway :/
Yeah it was as trivial then as it is now, unfortunately. I may eventually rebuild a final personal balance mod. Every patch since brits has broken what ive made in one way or another, save for the mod in my sig. But again, it's way too late now to consider anything outside of private mods. I was successfully squelched from contributing to the community effort by WBP, so it's all been a moot discussion since then. |
Their vet is good, their scaling is not (outside of their utility from being engineers; essentially i mean their combat scaling). Even with the amazing vet, theyre too squishy in the late game, and since most things youll be facing at that point have lmgs (or theyre tanks, but thats besides the point), youre likely to get melted while trying to close in to an acceptable range. Close range units simply do not do as well in the late game. There are tools like smoke grenades and sprint abilities that mitigate this, bht this is generally the case due to how much far dps most units have by then.
Also, 4 man squads and scaling unto the late game are two concepts that don't mix very well. |
Still getting wrecked by Company of houses with those changes.
True, though I don't believe the issues with garrisons are solely an okw design flaw.
A long while back i suggested that okw should've had a 250 mortar halftrack in mech and the stuka zu fuss be in schwerer, but that was going full redesign where I felt there should be a stubby p4.
It was notably Panzer Elite esque.
I still think obers should be with double schrecks and Sturm with smoke nades. But OKW is just... redesigned one or two many times already. |
It would eventually break mech meta togheter with a few battlegroup hq units buffs/changes.
But don't give volks smg AT ALL, DON't EVEN TRY, we don't need them to overlaps with stumr.
I've built this exact setup in a few mod incarnations. It works well because Sturm get panzer schrecks now. The main thing is that it gives okw players a specialist cqc unit that can clear garrisons (lavanade). The stgs as they currently exist are just a flat buff to volks, rather than a specialized role change, which really suits the unit more than becoming plain better combat units.
This model also works if obers get schrecks ks, but only if there's the pseudo t3 flak hq. |
Also note that a vetted 222 scout car has excellent sight. It may not actually just be 'sitting on the sidelines' as it may be providing crucial LOS. |
I don't think they're profiting off the charity.
I'm also willing to bet this is a PR deal from SEGA or otherwise top Relic brass that is entirely removed from game development.
Executives tend to operate in this world and create these types of events. I don't think this has actually impacted or drew efforts away from coh2's already voided support. |