yes i was just saying that ost doesn't have the option to not pick the upgrades and it delays them with the tier/upgrade to not give them an advantage to in the early game, i'm not saying they should be buffed i'm just removing the biased "axis get free upgrades" should we count having better mainline inf a free upgrade? u get the point right ?
btw the faction tied for the highest cost (with all upgrades and only upgrades) are usf/okw with 270fu tech cost and just 10 starting fuel, usf get more from their upgrades, come sooner and u can choose them all with a lot of free stuff but lack (or should at least, looking at u M36) late game power
okw get a bit of everything but is delayed by a lot (okw and ost need to buy and then build allied faction just buy/build them) but should (looking at u Panther) have great late game
to end it allied faction can get more from their upgrades, are optional but pay a bit more, while axis factions get mediocre upgrades already tied in the faction pay less, but they are delayed and are not optional
The concept of early winning vs late winning factions has been dropped down the moment T70, Stuart, AEC, P2 are no longer autowins if played correctly and vet5 or super wonder tanks been the IWIN buttons for late game.
People here are just trying to find ways to justify their points, when the concept is pretty simple. Rifles with double upgrades are always gonna be stronger, cause USF is not designed around support weapon playstyle. The problem with BARs (IMO) is that they perform well/great at long range, while been designed to be a close/mid range AR. 1919 have no longer been an issue since they removed double wielding. Same route IS will go if there's any future patch.
TBH, this is the first time i read that we should consider things like doctrinal infantry grenades or their weapons upgrades as something "free" as if that had any cost attached to them in the first place.
Double bren/Double bar is already listed. Can we all go back into what other things which are subjective for OP, are right now ? Remember that this is not a community list, more of what OP interpret of it.
The 221 was removed from the because Wehrmacht needed a light vehicles with more punch and because the auto cannon upgrade was no brainier.
That created a trend to spam the 222 in resulted in further increasing the cost of 222.
Since now 222 is more expensive and durable vehicle one could reintroduce the 221 as an early counter sniper and soft counter to cars (WC,M3A1,WC51).
That would also allow both units to be better balanced since their will be more option available.
The 222 can remain as vehicle more oriented as hard counter to armored cars and soft counter to light tanks.
One could make the 2 separate vehicles or an upgrade costing manpower/fuel.
As for timing 221 could be placed in T0-T1 requiring BP1 research and 222 could require BP2 research.
The auto cannon could also be changed to start using accuracy and not AOE similar to Luch and Centaur.
You are confused as the reasons on why the 221 was removed. Relic strayed away from mp/fuel vehicle upgrades and the 222 was on an odd spot of been a further munition sink, on a faction which requires munitions for early faust, medics, LMG, sweeper, flamer, etc.
221 was a 200 HP vehicle which would trade even with clowncars due to the added DPS from units inside. When they introduced USF, they had to add HP to it cause it wouldn't do well against the USF LT Sherman meta. It was still crap, as they still needed to spend muni to get a 222.
221 was scrap as a concept and they increase the cost (230hp/20f) and made it spawn as 222.
Now the followings changes made the 222 obnoxious to deal with. They buffed the HP to 320 from 240, but they release it with what it seems to be an older build cause the cost went to 215mp/15f (old 221 cost).
1- If you can convince Relic into adding fuel upgrades into vehicles, i'll gladly see it re-introduce. But i'm not sure that is gonna be the case. See: FHT, M5 AA HT, M4 Sherman Bulldozer upgrade, old side skirts for PIV.
2- If "1" is possible, then i'll rather be it a more inclusive change with PG as well. Make T2 not require BP1 to be unlocked, but lock down 222 upgrade, pak (maybe), schrecks, HT behind it. You will get faster PGs and 221. 221 should be old 200mp/15f at 240HP. 222 upgrade gives it the +80HP.
222 upgrade behind BP2 would only work if you plan on making it even more expensive with more HP than now, and making it a pseudo P2, performance wise.
Overall: i don't think it's needed at all. Just buff AI performance against snipers.
1- Wear off. People move on into other game/activities.
Those worth having a discussion with, had been either members of staff, top ranked players or modders.
Nothing you can do about this, as this is a natural result.
2- Dunning Krueger/Cognitive bias.
People overestimate their capabilities or because they had been playing for so long, thinks that the reason there are problems is the game and not themselves.
How many threads are opened in the balance office in comparison to the stage office. How many people upload replays of their games?
PD: rank is overrated nowadays. Todays top200 is like top500 after 1 or 2 years after the game released, even more so when there were plenty of smurfs and no ladder decay.
3- Annonymatum is king and there's no way to filter people's post by value. My view on restricting the forum has always been:
-Anyone can open a thread on lobby/gameplay and comment on it.
-Balance section requires a playercard/replay uploaded to the site. Either:
A---ANYONE can create a new thread. NOT EVERYONE can comment (obviously the one opening the thread can comment on it). Dunno where to cross the line but something like top 25% (something like 500-1000 on todays rank) should be the bare minimum.
B---Promote/demote peoples right to post there.
The point is creating a place where some "serious" conversation can be made. Not something as closed to what the old steam/beta/whatever group was, but a place with less shitposting, open to the people to see.
CoH2 is what it is. If you want something to change, things have to be done early on, on either Iron Harvest or the future CoH3.
I haven't read the flow of the discussion if it appear on another thread, but you are just trying to argue about something which is pointless in the mind on 90% of the playerbase (the other 9% been fanboys and i leave the other 1% free).
When people say it's free, it's due to the nature on the design of Ostheer teching. There's no CHOICE on not getting BP1 as you can't play with only T1. BP were meant
I'll compare it to USF "FREE" LT, CPT or Major squads. No one says USF is paying for those squads because they are paying to unlock them with their tier.
If getting T2, T3 or T4 was free from requiring BP, sure, BP would serve as sidegrades. Maybe someone who participated on pre-alpha might have some insight on it.
ok if so we got a big problem in cost in the axis tech as it more expensive(as teh stuff is not counted as free)
and wait usf get a free bar, free squad, free retreat point, non doc barrage, non doc recon
and brits get free access to healing and get free barrage ability too for each tier, and free emplacement for each tier
this thing has been going for a long time, okw and ost don't have free stuff, they pay in the theching tree, usf and brits have it too, the only one who doesn't have it is soviet but their tech is cheaper to compensate
if BF1-2-3 was instead lmg and grenade tech it would not change anything
While USF really do get freebies (LT, Cpt and Major) how is the Brits getting free healing or emplacements? I understand the extra Howitzer but it's like saying that OH get's free healing cause they get access to bunker and medics.
IF BP 123 was LMG and grenade, it would then make some tiers be more expensive to compensate, cause i'm not sure if there's anything unlocking with BP2. BP exist just to make timing of vehicles on check.
With so many patches, not sure how expensive teching for each faction is atm. There's also some faction starting with more mp.
UP = People using the stage office.
OP = People using the balance forum.
Ontopic: Throwing my 2 cents
OP: "Skillplanes"
OT: Assault Rifles with long range performance (BAR/IR STG44)
UT/UP: Fire up!, Forward Observation post, Defensive commanders, Emergency Repair/Panzer commander, USF support weapon drop costing mp instead of muni, etc.
The Puma works, because it's not the end game AT for the faction and is an early-middle vehicle which can scale into the late game. But PUMA can't do shit, against MASS amount of vehicles.
Jackson needs a weakness, but i'm not sure if been 2 shot by heavy AT vehicles or boom rushed down is the one to be looking for. If USF had a meatshield (upgraded Sherman) to screen for them, it might work, but right now you are asking to give USF an M10 on steroids (mobile, turreted TD with smoke) which is not what USF needs for the late game.
Nerfing rotation, mobility, Rof or even cutting range by 5 would make it similar to the FF but from what it has been discussed you dislike the idea of having a similar unit although you are advocating for a pseudo Puma clone.
I'll prefer cutting down slightly different aspects while still retaining it's current role (55 range, less acceleration but same speed, slightly less RoF).
First of all, what a great game. But if i may say, Axis throw it with the infantry splitpush, Pit going for a KT on an open map against double Jackson and wasting resources (either by getting key units sniped or throwing Artillery barrage on nothing).
If you want, please watch this replay cast to see the current OPness power of the Jacksons.
Mark vehicle + P47 + 3 T3485s + 2 Vet 2/3 Jacksons vs a half health KT and a vet3 JPIV.
1- Axis was winning early game (map pressure) and i feel they lift the foot from the gas with going for the long time investment on early Stuka + IR HT. USF built an AA-HT even thought they were cut off from fuel and that let them recover ground. While later Pit66 managed to snipe it with a 2x cloak raketen, it fulfill it's job of resetting the map.
2- Both Sully (OKW Stuka) and Theodosios (USF) were playing pretty well respectively, but i think Sully was really stretch out of micro trying to be the one going all around the map and doing the "flanking" while Pit hold the middle ground.
Ex: he was harassing the left vp, defending the right one and assisting the middle one. This cost him his vet 2 Obers (he sent them in the middle of the map with the vet 2/3 Falls against tanks and got sniped by the Scott), the PV (he sent it to deter the Sherman blocking his infantry pushes, but sent it against a RE with Zook and got flanked by 2 Jacksons) or vet 5 flamer Volk.
All those left pushes with several squads of Volks and Falls were always shut down by a Sherman with HE shells while the center was been pushed away cause the KT isn't a god unit which can solo infantry, Jacksons, AT gun n stolen raketens on it's own.
After losing both PV and 2nd Stuka in quick succession and seeing how the KT was playing, it was just asking to be soloed at some point.
3- 51:50 was perfectly done. You can see Sully Volks on the left been pushed away, same with Pits PF on the middle left. KT was at half health and the other tanks were spread out on the left (violet PIV) and right (red JPIV and PIV). They just all blitz right into the middle. 85s spearhead, eating the damage and absorbing both Schewerer fire. Sherman goes left sides and makes the AA HT retreat. After that they kill Pit's T3, cutting down his tech options.
4- Again, i'm surprised by the pressure Sully could put down after losing all that much by his partner.
And turning the Jackson into a slow ponderous TD is a serious 180 degree departure from its original incantation and how US TD were suppose to work.
But that model didn't work. Same as OKW been an aggressive truck emplacement faction in order to get resources or been resource starved.
M10 should had been non doctrinal, if that is your view on USF TD playstyle, and Jackson been a late late game unlock (maybe after all tiers are researched).