Are there any plans to look at any of the following things?
-U.S. Doctrine balance. Cursory examination shows Infantry is far and away the best/most powerful/most versatile doctrine if looked at just by selection percentage, and it just got boosts to Rangers and OMCG. Airborne has no way of keeping up in the late game compared to the other two because its abilities are too expensive to be at all capable of keeping up a continuous barrage of effective fire as Infantry and Armor can, and Resource Drop is often entirely outperformed by OMCG. Armor's useful abilities tend to come too late to save you from anything going wrong though, and playing U.S. is often considered to be much more unforgiving than playing Wehr.
-Usefulness of other underperforming U.S. units (quad .50, mortar, .30 cal). These things never really see any play. I had a thought that maybe Supply Yard upgrades could be applied to mortars, .30 cals, and AT guns (but not airborne AT guns) since they're technically "rifle crewed" weapons, and might make the support weapons a more attractive choice without overshadowing the rifle play. Vet 3 rangers are super rare, but when's the last time you saw a vet 3 mortar or .30 cal?
Some other things I might hazard a guess at but would never be able to say for sure:
-Zeal and For the Fatherland being a little too powerful for 1 CP abilities? They ensure a marked spike in U.S. manpower drain if the U.S. player chooses to engage for almost no cost. It's often been said that the best U.S. counter to either of these 1CP strategies is snipers, but that just gives Wehr an exceptionally easy way to delay U.S. rifle vet
-It's already been said StuHs are too unreliable and a fix is being considered, but what about the Blitzkrieg and Manpower Blitz abilities? They're really not worth giving up off-maps or StuHs for, so you just always see players going LHS Blitz unless they take the 1CP dip for blitznades to go with volksspam.
-If other U.S options for breaking entrenched Wehr positions are made attractive enough, nerfing the 105mm howitzer to make Infantry less of a necessary tool for breaking out of the Wehr mid-game of MGs, med bunkers, cloaked PAKs, vet 2 grens, and maybe a puma or two? It would help open up Airborne and Armor as more generally viable doctrine choices. |
I haven't installed this yet, but I think the idea and work is fantastic. I'm primarily a US/Airborne player, and so wanted to make some comments along those lines. The Recon Run comments are directly applicable to sniper balancing, while the rest of the comments can be considered for changes later on.
General Comments: Airborne's late-game problem is that it lacks manpower efficiency and has no persistent support. OMCG always provides more than 800 manpower worth of stuff, Allied War Machine and Field Repairs keep your vehicle armadas going strong, Calliopes and Howitzers dump out an unbelievable amount of damage and are often critical in dislodging the Wehr player.
I've taken to calling Infantry a "manpower positive" doctrine because of OMCG, Armor is a "manpower neutral" doctrine because you have to pay full cost of stuff to get it on-field but then you can get it back for free with AWM. Airborne is "manpower negative"; the amount of manpower you spend on something is generally more than the effect it'll provide. Paras are good, but probably overpriced, and AT guns on command are good for those "oh shit" moments but it's always better to just get the motor pool and build AT guns because there's only one Wehr doctrine where you're not guaranteed to see any tanks. You'll also need to be able to use your off-maps more to keep parity with other U.S doctrines having on-map artillery, which in turn requires supply drops, which in turn is manpower.
Air Power:
Recon Run: I think the decloak on recon run is not long enough to make it particularly useful in a sniper war. Would suggest reducing the cost to 40 munitions, or increasing the decloak time by 1 second. I don't know if it's possible, but if Recon Run can get a "decloak multiplier" for a bunch of cloaked things being in proximity (i.e. 3 snipers blobbed up get decloaked for 3 times as long as a single sniper) that might really help for a doctrine with no artillery to deal with sniper blobs.
Strafe: Strafe is situational, but amazing in those situations. If other artillery abilities (firestorm, defensive arty, 105mm howitzer shoot) are not seeing a munitions increase (because of their general "good vs. everything" capacity), then Strafe should see a munitions cost decrease to probably 125 munitions.
Bombing Run: Bombing run is a pretty amazing ability, but overcosted. It does enough damage where if you get lucky you may potentially be able to kill(!) a vet 1 Panzer 4 from full health I believe, and it frontloads all its damage and appears to have a faster call-on time than the Howitzer Shoot. Would suggest reducing cost of Bombing Run to 200 munitions, to bring it in line with 280mm Rocket Barrage, which I consider to be a similar ability. Yes, 280mm Rocket Barrage is better because of larger area and more guaranteed killy-ness (not counting the greater call-on delay), but Airborne gets Supply Drops, which will mean more frequent bombing runs.
Air Drops:
Paratroopers: I think paratroopers could use a decrease in reinforce costs to somewhere between 37 and 40. As is, they cost more than Grens to deploy, and can take on vet 2 grens 1v1 at close range, but the manpower drain from using them is maybe a little excessive given their abilities. This is particularly true when in-field reinforcement actually increases their drain on your manpower, since they'll be in the field taking fire longer and are not as durable as Rangers (either in hitpoints - 80 hp compared to 85 - or in armor).
AT Drop: Could *maybe* be decreased in manpower cost to 330 or 340, but it's not really necessary since "AT Gun on Demand" is such a powerful ability.
Supply Drop: This is pretty baller, but to keep up with Infantry Doctrine getting howitzers and Armor getting Calliopes it may need an increase in the resource value to 125 (or maybe even 150) munitions (and maybe 60 fuel, but the munitions are more important). Perhaps a small decrease in manpower cost to 80 to make Airborne a little less manpower intensive.
Cheers! |