Hell, even the basic tooltips and unit descriptions are woefully out of date. How hard is it to have someone update them for each patch. I'm pretty sure a dedicated player would do this for free if asked.
There is a mod that changes all the text in the game to include some of the numerical information about stats. The mod is getting updates with every patch and does work in automatch. The most important feature is that is has real values for all veterancy descriptions.
https://www.coh2.org/topic/58241/numeral-veterancy-descriptions-english-localization-mod
Coming back to the weapon teams: I generally agree that there should be a reason for them to fight worse. For example ostheer weapon teams all use mp40s, which in general have bad stats in the game and works only on shortest ranges, so its understandable that they are not very good. Other weapon teams use rifles which is what couses problems when crew has more damage than the weapon itself, like in the case of old mg34, as it is supposed to be easily flankable. For ballance reasons many rifles have different versions depending on the squad that carries them. This includes also infantry, not only weapon teams like in example of kar98 (obers > grens > volks > ostruppen), mosin (guards > cons > crews) or even drop down weapons like lmgs or AT rifles. |
Weapon teams are not more effective with vanilla crew but they are by far more cost effective (apart from maxim and DShK), becouse they are 25% cheaper to reinforce. That actually makes a difference. It is also worth noting that losing squads in general is not something that happens often in serious games. In case of weapon teams the loss is mostly in veterancy, but there is also a net loss in models needed to reinforce and higher reinforcement costs.
As for man of war, it is simply a game for different audience. You cant compare apples with oranges. |
Maybe we can give the truck brace ))))
*jokes aside, maybe it can finally survive against air supremacy, or spec weapon's barrage ability, or IL-2 PTAB/ 4x 50kg bomb run ._.
As far as I know, neither of these can kill the truck on its own. Air supremacy was specifically nerfed not to do so. |
The FRP penalty reduction was a maybe add. But are you saying every faction feature has to be mirrored? Why can the British add a 5th man but no one else can? And I think you can see for yourself why that would be a problem. Why can Soviets combine half squads? I'm not saying take away these things either. I think uniqueness is good for each faction...
Uniqueness is obviously good. The thing is, FRP is already unique feature that is available to half of the factions. Which is great. They also have the feature in a distinct way. Which is even better. But asking for making one of the FRPs OP by removing penalties for the sake of it is not the right way of making factions unique. |
Why does every response refer to "me" the player? As if every balance post is some self serving diatribe? But to counter a few of your thoughts, what's the point of mobile bases if they are set up in the starting point all the time? Also, not sure the other unit veterancy question. The bases are a unique unit I'm not proposing giving healing and repair bonuses to all units?
I think his point is: If okw was to be able to avoid reinforcement penalty on FRP with vet, why should usf not have the same advantage when major gets vet3. And I think you can answer yourself why not.
There is no way of justifying okw having such a feature without usf having one from design perspective. And it is not possible to justify any of these from ballance perspective.
Again another post about my presumed personal playstyle, suggestions to play a different way, and 0 discussion on the merits of the idea.
Well, explaining the risk-reward aspect of the current design is a discussion about merits. |
The armour on infantry works exactly like the one on vehicles. If your weapon has a pen value equal of higher to the armour value it will always do damage, otherwise the chance is equal to pen divided by armour value and decided by rng roll. Most small arms have the penetration value of 1, but some, for example MGs and AT rifles have more, so they have easier time fighting armoured troops.
So in comparison, the recived accurancy lowers the damage of weapons favouring the ones with over 100% accurancy (like snipers), while armour lowers the damage favouring weapons with high penetration (like mgs).
As for the recrew: yes it is intended and it is ment to allow you to decide what type of crew you want on your weapon, although there are some problems. For example okw crews were cheaper (like most crews) than volks, but had similar combat effectivness. The current problem is with maxim that has increased reinforcement cost, which means it costs just as much to reinforce the one recrewed by cons as the vanilla one. Obviously that means losing the last model instead of escaping can sometime prove beneficial. These are the things that are not intended and are the oversight of ballance designers. |
It is very good that you have the will to perform such tests. But I think you need some help in this task. First, I would suggest learning some elementary statistics. Then you can form a statistical model and with enough repetitions (10-20 minimum) and right statistical test support your theory.
The problem with this though is that you would need to spend a lot of time just to statically prove the probabilities and distributions that are given a'priori in the game files. So maybe its just easier to go there and use some maths to calculate the distributions you need. |
Overpriced stug come on, jp4 is the best non doc AT in the game. Plus it costs roughly as much as a SU85, which is much worse than jp4. The only runner up to the jp4 is the jackson, but it is more expensive and still not as good. |
Try using the AA halftrack. It is one of the best counters now as it can supress multiple squads with at rifles before they can even fire. Closing to it for a satchel is pretty much impossible for the same reason. And if you place it on retreat, you can easily wipe a squad.
Btw, penals are greatly overshadowed by guards, snipers and maxims this patch. |
By buffing it's counters, right now infantry does nothing to the sniper and the 222 get's countered before it hits the field (I won't even discuss the kubel).
It's very much a low risk unit seeing as no other sniper has so much ehp and is immune to countersnipes.
It is immune to single countersnipe but it is the only sniper that dies to a single mortar round. I would say it is just as hard to kill as ostheer sniper. |