The point is that no faction is objectively the absolute best at everything, each has it's own strengths.
The problem arrives when a faction has more strenghts than others. Theres also a problem when there is a huge gap between skill needed + performance and when the skill floor to use a faction is so high in comparison to another which is so slow.
Mind you that penals are a lot better with vet than with cons. The only thing cons are really better for is AT nades and I think long range dps. Penals with flames are leagues better at close mid with flamethrowers that cannot explode and oorah at vet 2.
I guess you can say that by the experience of using them, right?
They just outperform cons at 0-10, doing +2 DPS more than Rifles (while costing the same) but losing heavily from 10-35. They also reinforce more expensive than cons.
If you go 2+ Penals you are gonna regret it later on due to LMGs, Flak/Luch or any medium tank.
Theres a reason con spam works, and not so Penal spam (Redwing doesnt count )
Anyways, this is not a con vs Penal overlapping roles thread, rather than making units a bit more distinctive, specially on the veterancy department.
I think tripwire/medkits (if they change it a bit) are fine for engineers and basic infantry, making it a default for utility (Penals/AssGren) or elite infantry not so much.
If that is the case, it could be nothing at all My units keeps getting stuck on dead bodies (at least not on retreat). I guess we can say it "something".
The Age of Empires series implemented that very well. It was good to have a resource sink in an armory where you could upgrade the defensive and offensive capabilities of your units.
And the investments added many more variations in strategy for the gameplay.
Fire for my arrows? Yes, please. Normally arrows wouldn't do much damage against structures, but now they do.
On most of my games in AoE II+C it was: rush, rush, rush, rush... It was way too economic macro oriented.
Su76 should get merge at vet 1. A merged SU85 would be able to fire barrages and have extra armor and HP = to the su76s HP and armor. Also, conscript squads with su76s taped to their backs. :}
^Not serious at all.
I think that either reverting the nerfs to tracking or maybe giving SU76 an HE shell at vet 1 (for main gun) and a defensive grenade for AT guns and SU85s. Similar to the sturmtiger's grenade, but thrown by the commander of the gun.
A toogle-able switch of rounds, with a slower RoF when on HE.
Mind you explain.
There are almost no reason to get penals instead of conscripts (besides the niche use of satchel). While RNG can screw you up, flamer duty is accomplished by cheaper CE.
A too drastic change. WFA armies need to be different by vanilla armies with everything they can. That involves FRT (forward retreat point) also. And it's not an advantage or a disadvantage. It's a way of playing the game. Vanilla factions have reinforcement on the field (from mobile units - vehicles). WFA factions doesn't have that. So they need to have something in compensation, but different somehow. There you are.
USF has both, ambulance and M3.
Problem with forward points is that foments blobbing and reduces effectiveness of forcing units to retreat. But this is how they were designed :/
On the meantime, i would rather improve counters (LefH and Panzerwerfer) and maybe give some options on the doctrinal units in the case of Vcoh2. Example:
-FHQ
-Replace vet1 (medkits) Arty field officer with a muni ability (something like an AoE on me retreat).
-Commisars.
Although the advantages of retreat points on the front on larger modes remains the same, due to size of the maps.
I believe relic did away with zeal on conscripts (and focus fire on grens) because they originally wanted vet abilities to be utility oriented instead of combat oriented. That and those two abilities encouraged players to use them every single fight. Since the AA armies have changed that dynamic zeal would make an excellent passive vet ability for Penals. It really plays to their theme of suicide troops.
Exactly. Vanilla factions need a review after WFA came out.
Time to diversify vet abilities for vCoH2 factions.
Unit in question: Penals.
Right now most of the SU infantry has access to trip wire flares. While not totally useless, it's a bit lazy design wise (same with medkits for OH).
Following the flavour (ingame, plz don't bring history debate) of "suicide" squads, i've in the past advocate for a zeal like ability.
For those who haven't played coh1 zeal is a passive ability which grants increases combat effectiveness as men die.
I know this mechanic is not present right now, but i'm confident that it could be applied since it's in coh1.
Vet1: removes tripwire. Replace it with hoorah (moved from vet2)
Vet2: Zeal. For each entity missing, give X buff.
While i'm not mentioning exact stats, my main concern is the concept. Values can be changed accordingly to not overperfom.
For reference (and i know it's a different game), this is what i found to be coh1 Wehr Zeal.
Why do you consider Tracking to be an adequate ability for the ZiS?
The ability to spot and scout beyond for yourself shouldn't be underestimated (if the nerf was rerolled)
The fact that it also has barrage and since the nerf on the rof on the pak40, it should be more than enough.