Kyle answer Currently any balance mods that Mr. Smith, Miragefla or GGTheMachine are working on are not part of a planned or future balance patch for COH2. They are currently working on community balance mods out of their own interest and the changes in said mods are not intended for the live game (automatch).
When the time comes to work with the community on curated balance changes once again, there will be a clear distinction and communication coming from Relic around the initiative (i.e. the Winter Balance Preview).
1.-FHQ For the five factions.
2.-FHQ Unlock in T4 for 1 ultra/light vehicle, maybe with 200MP 50FU.
This way there was a use for Kubel/UC in last game.
INCONSISTENCIES
-OKW Spawn LeIG in T2 and Spawn OBERS in preT4. Should be in points of started off the map.
-OKW Sturmpioneers Smokenade. Remove the improvement of resistance to cold?
-OKW Sturmpioneers. Flames of penals and riflemen have been removed. I think if SP are similar to penals should be eliminated flamer. Or review.
-OKW Trucks. It is a bit strange that at the removeFHQ all the techs building out the sector base. I think at least T1 should be built inside the sector base.
-OKW Artyflare. Although has risen to 90MU. The use of this ability is 40 seconds occupies in its use, therefore the rest of 60s are 20s to cooldown. Something really strange to be only 20 seconds of cooldown and very spammable.
-OKW free flares. 'Early Warnnings' ability, I think it should have some cost or work differently.
-OKW Assault Artillery and Concentration Barrage BRITS can be launched in FOW.
-OKW Goliath demo, camo and mobile and only cost 70?
-OKW Forward Receivers. Should work differently if FRP is removed.
-OKW Emergency Crew Repairs (No longer inflicts a munitions-income penalty on the player). Which is the reason because not implemented this in SOV?
-OKW HTinfrared. I think I should work differently, because in this way no one would spend munition on recon or flares.
SUGGESTIONS
-Started unit Kubel. It is very well; Eng, Pio, Kubel, Echelon, medicBRIT (buff/improvement a bit in combat).
-Rush Panzer II,Stuart,AEC. They come before than EFA. There is a difference of a tech less (50FU)
I think should move Lunch, Puma to preT4 together to OBERS
-OKW Early-game is STRONG. US/OKW have many units in T0 as a pair to make another Tech and that have more varied to present strategies.
IMO with the smoke grenade the OKW faction have everythinks and entery strategies in T0.
And with the smoke grenade is a super faction
The worst thing is that they are two units together like Volks and SP.No factions have this issue.
Also together have a unit with smoke grenade and an MG/ATgun
I suggest move units in Techs and costs similar to EFA; T1 (25FU) and T2 (30FU) PreT4(80MU) PostT4 (90MU), somewhat similar to EFA factions. This problem will come to USF
1.-FHQ For the five factions.
2.-FHQ Unlock in T4 for 1 ultra/light vehicle, maybe with 200MP 50FU.
This way there was a use for Kubel/UC in last game.
Structure of EFA Revamp 1.51. Although I have only tested a pair of units, the rest can be structure in this way:
ALL
-Each squad can upgrade and climb a stair
-Correct balance, would be that the inf units go from lower power to higher, ie
First Inf-ultra units then InfFront-line, successively increasing their power ect.
-Today all inf units come out in the game early. So we find ourselves with elite heavy units playing in the Early game against light units. I suppose this will be corrected in coh3.
EFA
-Cons/gren are light units, but upgradeable with ppsh/lmg to normal, Although many people claim changes in this units, but are defined in their role.
-Both have normal units: Penals are core unit and the AssGrena/Stormtroops are unit doctrine.
People claim changes, but are defined in their role.
-Heavy elite units on the SOV side perform the role two units Guards/Shocks. In the other side are the Pgren that are a unit of several roles (AT/AI).
I have made tests on the 1.51 and Penals vs Stromtroops and they always lose (Storms) on all ranges:
-Stromtroops must be worth 290 instead of 300MP
-Stromtroops 50MU g43 instead of 40MU
WFA & BRI
- Riflemen are the InfFront-line units and with updates they go to inf elite-light.
- Okw has 2 core units that is difficult to allocate slot.
When I made my mod; I also had the problem when I press 'build'.
So I had to do it in two parts. I left it for impossible.
In summary:
-I think ModTool or some files of the houses are buggeds.
-I would not know that specific files are bugged, because they are lot. If there are 4 or 5 house folders. 2 or 3 are buggeds.