I wish side armor existed for everything. :/ At least then when you combat a tank, you face your front to it, but another "flanking" tank a further ways away can gain better penetrating shots hitting the side. Beats facing your general front to the enemy and not caring that any shots could get around to a weaker point.
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Really ? Do we play a different game ? What's the usual number of grens squads fielded in a game ? 4 to 5, maybe more. At what point in the game can you realistically reach that 240-300 ammo needed to upgrade them all ? Probably never, or the game is long enough, that the upgrade is no longer giving Wehrmacht the upperhand in every fight (i do agree that it gives grenadiers scaling, but you can't have all your squads upgraded by 10 minutes into the game, or if it happens, then you deserve to win the game, as it requires having BIG ressource income, and the map control coming with it). Hope my point is clear with a bit of explanation (which was obvious to me when i worded it the first time).
Usually 3 grens with LMG's is all you need. I see 3 grens with LMG's roaming around very often in my games and in other people's streams. So "never" is an overstatement. The upgrade always helps grenadiers in battle with other infantry at nearly all courses of the game. Just getting your first gren an LMG is cumulative in your progress on holding the line and getting your other grens an LMG.
I am arguing against your statement that Soviets can prevent gren LMG distribution. I am saying that that is much, much, easier said than done. |
Which reminds me of the mention of making repair not free anymore...
Like having bigger tanks requiring more resources to repair so being damaged still uses up fuel/manpower to repair.
Which is also one of the ways how German tanks had problems sometimes (availability of spare parts) |
but if you let your opponent upgrade all his grenadiers squads with lmgs in the first place, you deserve to lose.
I completely forgot about the SU ability to block enemy munitions purchases!
But seriously, what? Your paragraph would have been fine without that ridiculous statement. |
Different faction repair factors:
OKW:
+Sturmpio repair rate
-Sturmpio double cost
++Sturmpio minesweeper/repair upgrade and vet stack
++Repair truck
USF:
++Self-repair
+Instant crit repair
Soviet:
+Vehicle self-repair
+Repair stations
+Conscript repair
Ostheer:
+elite troops can be used to vet up pioneers
-pioneers cost a fair amount more than engineers and REs for no increase in repair power
Ostheer seems to get the short end of the stick here.
You listed commander abilities for Soviets and Ostheer. Pretty crappy mp40's apparently cost some.
A common trend for OKW is the ability for stock tiers to contain commander-like abilities, meaning OKW is the least pressed by commander choice by already having a lot of what it already needs. :/
Usually a super-pro in many departments, such as this. |
I agree with you, that doctrinal tanks are better than non-doctrinal tanks. But I don't believe that is a problem, because why would you want to pick a doctrine that works as a downgrade? Hence I believe the problem lies purely with call-in spam, not with call-ins being better than non-doc tanks.
Furthering your point about the fuel caches in 3v3,4v4; This is why waiting for Call-ins is less effective. High fuel income means that you will have enough fuel for tanks before you hit 10-11 CPs. waiting 3-4 CPs while your opponents run around with 5+ medium tanks, I believe is highly dangerous
I played a game where (when WC1 was CP 1) my enemy sacrificed his riflemen squad in order to get out his WC1 faster. If you sacrfice your stock infantry, then you get CP's faster than tweedling your thumbs for the CP. If you or your enemy is aggressive, then you also get CP's faster for killing units and losing units. In the long run, its worth speeding up the CP's for callins. Timing of CP's isnt always the same. |
With my double Stuka bulletins, at vet 2, i get 50% faster cooldown. |
Night maps aren't even dark though, we're talking about videogame darkness where the light is blue and visibility is still high.
I played a modified map with a day cycle, and my entire team couldnt see anything at nighttime because the screen became pitch black, and everyone agreed not to battle during the night as it was impossible to determine the location and placement of every unit during that time. XD
So I guess a better night time than that, hopefully. |
You cant see anything in night maps. Vehicles with headlights barely do anything, and light posts are ridiculously the only source of light on the map. |
USF, Soviets, and OKW need a redux since they werent designed well to begin with. |