Isn't the whole point of using these useless bulletins that you can make your opponent think you are going with different strategy that you actually are? Belive me, fooling your opponent while he decides on initial build order is much more important than these single percent changes.
When you could scout the building shadows of SU, i've been fooled by clowncar/sniper bulletins into a heavy maxim spam strat (i was OKW and my rak was completely useless lol)
Only caveat with passable territory points is that it precludes my own personal hope for units to someday be able to active use territory points. I'll take it though. I'll settle for a kludge over nothing any day.
For CoH3: dynamic player choiced squad formations. Or something as "simple" as a toggle between tight/spread formation. You want to put a 4 man squad behind green cover generated by a car? Tight. You only want 2 models covered? Spread. You don't want to be bothered? Automatic (as it's mostly now).
The most important QOL change in the game that has unfortunately been overlooked or out of scope in the WBP is VP's and CP's no longer blocking pathing. When's the last time you drove a turretless medium or heavy tank anywhere near the center VP on Semoisky without having it spin in circles?
This a rather difficult question to answer since it seems to me that there units that should actually be nerfed.
The side affect of continues buff to units and especially in DPS makes fight last less while turning them from tactical to RNG.
So until the OP units are nerfed it is hard to tell which should be buffed.
You can also try to adjust things that doesn't change raw stat performance. On the words of the original "the one who shall not be named", merge "Utility is OP".
Regarding the thread:
People should learn to realise that there are niche units, average units and completely crap units. If the intention of the thread is the latest, then things like Panthers or conscripts shouldn't be considered. Remember that there are things which are REALLY underperforming, forgotten and specially NEVER used.
OKW:
-Buildable flak bunkers
-(KINDA) Airborne assault - AT strafe part
-Emergency repairs
-Panzer commander
-Hetzer
Bonus personal pick: Sector assault (i think concept is kinda cool but IMO the ability is pretty bad)
OH:
-Defensive commander or the whole pack of trenches/tank trap
-Mechanized assault groups (250 HT)
Bonus personal pick: HT Riegel anti tank mines. Pio/222 been able to lay them?
SU:
-HTD
-Lend lease supply drop
-Defensive commander or the whoel pack of tank trap/AI mine
BPP: fix single strafe IL2
USF:
-Elite vehicle crewq
-Airborne weapon drop (make it like UKF, costing muni)
-M8 Greyhound
-Airborne combat group
BPP: pathfinders they are not AS BAD but they are still off and niche)
UKF:
-Pounder emplacement
-The whole list of UKF offmap/abilities which only work in 1v1 due to capture mechanics
-Suxton+Valentine combo. Note that i think that the valentine has the MINUSCULE chance of been Penals/Su76 3.0 if unproperly buffed (due to mobility + crush)
-Forward observation post (never stood a chance against Artillery cover)
2-Increase by say 0.1 cd between each shot, thus increasing overall time to unload barrage by 3s. Even better if possible would be to have it start a bit slower and then ramp to get an equivalent overall result.
Footnote: in my testing yesterday I discovered that I was wrong about the land mattress barrage range being shorter. I think it's pretty much the same as the panzerwerfer.
Copypaste:
CalliOP/Katyusha range is 200, PW is 160 and LM 120. If you use ANY of them at 70/80 range you will wipe whatever target
The problem with artificial debuffs to blobs is that it might indiscriminately punish players for blobbing who really aren't (there is a difference between mindless clump blobbing and tactical concentration of forces). Should an Ostheer player get punished for having 2 shreked up PZ Grens hanging around their other Infantry providing AT support?
The problem is that you can't really ever really decide what the criteria for a "blob" is without context. Many times you'll see high level players with 4 + squads in the same general area but its not blobbing because you can see them individually microing squads into cover or what have you. You just end up punishing players who have more squads and give an indirect advantage to the other team to get back in the game because they have a smaller army.
+1
There's also the issue that currently, incremental accuracy/suppression only works with number of models and not squads. So say 4 man squads blobbing around have less punishment that 3 conscripts.
This depends on what kind of debuff would be implemented. If it consisted merely of increasing RA from HMG fire for concentrated infantry, that would not make difference in the sense that the Panzergrenadiers would get suppressed anyway, only post-debuff they would take more damage because they are mixed up in an unorganised concentration with other infantry, instead of tactical spacing and cover utilisation.
A blob is a concentration of troops that would be deemed impractical and/or dangerous in a real-life combat scenario.
Problem with incremental accuracy for MGs, is that it also affects AoE suppression, which also affects suppression rate for different squads. A 6man squad get's suppressed faster than 4/5 man squads.
Copy pasted from an old post
With the current game mechanics, it's not as "easy" as just increasing some values.
...there were not many times where there was an overwhelming Axis superiority in the game.
(This is what came into my mind after some minutes of thinking. If you have more, just post it, I will add it then)
It all depends on which modes you are talking about. 1v1 has mostly been balanced around skill of each player (with usage of "abusive strats, units and abilities") during most of it's lifetime. On 2v2 and 3v3/4v4 not the case.
2v2 has seen ups and down for each faction and side.
3v3+ during 90% of the lifetime of EFA (only OH n SU) it was 90% ez mode axis for at least 95% of the playerbase. During the first months/years of WFA (AEF/OKW), OKW ended up been OPKW on those modes and USF was consider weak for it, due to their lategame. After reworked OKW and the release of UKF, it has been "allies ez mode", specially at the top top.
NOTE: this doesn't take into consideration specific maps+commander+faction interactions neither south/north spawns which makes certain scenarios "autowins".
About BS, I can easily (using a cheatsheet we have here on .org ) mention every single bullshit this game had. On Axis side: