Their stats and abilities aren't really "elite" level like obers shocks or paratroopers, they are just really affordable and spammable. They are pretty comparable to riflemen, losing when equal vet and unupgraded but winning with g43s.
I don't really think they are as Big an issue as you are making them to be, though they are certainly worth the affordable manpower investment. A pop cap raise to 7 or 8 would be ok, but other then that would be too much.
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Kv8 is fine at 9cp.
Ppsh would be ok at 2cp, too early at 1cp. Dshk should be 1cp.
pmd mines and tank traps should be 0cp like rifle defenses.
Hit the dirt is crap and should be 0cp. Script repair would be ok at 3cp, as would vehicle detection since neither have any game winning shock value.
The m5 guards calling could maybe be 4cp but lower then that wouldbe too much- the m5 isn't comparable to the 251 call in as it can reinforce and be upgraded allowing it to scale better
I agree with what you have to say for the most part as a concept, I just think it needs fine tuning. |
I would say both the werfer and calliope are pretty strong. The werfer's primary disadvantage being it's tech requirements and the calliopes being it's call in cost. I definitely do not think it's op in 1v1 due to its accessibility. In larger game modes I feel that While it is powerful, when comparing to Soviets it's better then the Katy but then Soviets just have a lot more indirect options in general-su76, zis barrage(i know it's expensive but it's flexible) on top the Katy and mortar. Ml-20 is also available on more useful commanders then the lef18 is.
So strong yes. Too strong? Possible in team modes though only slightly. OP? Probably not. |
I think it's funny you yell at your screen. |
I uh, don't really know what you mean.
Lol phone autocorrect. |
Allied fanboy: Since allies don't have it, axis shouldn't either, remove it from the game and give them flare mines instead.
Axis fanboy: Costs 10 more then a demo charge, therefore it should have blitz, be reusable and have 425 frontal armor
Joking asside, I do think its somewhat silly it can spot for itself.
Isnt the point of having the early warning flares to give you sight so you can utilize tricky tactics like ninja goliaths? Having sight on the goliath just makes it sort of... Redundant. |
Conscripts in my opinion are fine. Penile bars are not and could use a looking at. |
As is likely with most others, I am a longtime looker and lurker on this site-though I have participated in some discussion on the Relic forums.
I am most certainly not that competent of a player, but I strive to both improve my own skill and have fun while doing so.
I do not exaggerate when I say that over half of what I know of Company of Heroes 2 comes from the knowledgeable player-base that can be found here (and on the Company of Heroes community forum); and although fanboyism on both sides is omnipresent, good advice does not require objectivity and I am glad to receive it from anyone.
While I have strong opinions about balance, I am interested in new ideas and perspectives. I like to think I have a somewhat less biased view of the game, but this is of course always offset by my own lack of knowledge.
I am somewhat intimidated by the highly skilled players I've run into both in game and potentially on forums. If you are one of these players, please do not take it personally If I am less talkative to you-it isn't your fault.
Thank you in advance for both welcoming me, and putting up with me.
-serrith |
50cal im for the most part ok with, it handles pretty well and with vet it's quite decent. The vickers does have a nice damage output but -and maybe it's just me- it seems to lack in the aoe suppression department. I can understand the longer burst and slower single target suppression but it feels like the vickers has the worst aoe suppression of any mg... |
The ability to convert resources even at a poor ratio gives a player the ability to alter tech and unit timings artificially. I feel the munition to fuel exchange ratio is ok for what it offers. In addition I haven't had issues with one base defenses shooting down the aircraft after the flaks got nerfed.
On the other hand, once the flak HQ is on the field or even a 222, it completely shuts down the use of this ability in its entirety.
I would propose changing the ability to be 3 planes each with one crate launched simultaneously from varying directions so there's still the risk of not getting your fuel-or at least as much as you wanted, but you don't lose 100 munitions every time due to a single AA unit. Vice versa it still allows axis to counteract the ability by constructing AA but making it harder to stop all the fuel from reaching the allies. |