Can't think of the other loiter you referred to, sry. My understanding is that Allies has Major recon, P47s, Strafes, drops..., Bombing runs what have ye. For the P47s and IL2s at least I'm pretty sure they absorb quite a lot of damage before they actually go down. In team games this might be a different story but there are simply more airborne threats to defend against in comparison to what they have available themself.
So it's giving Allies a headache not to be able to use all that stuff with impunity. That doesn't mean it is unbalanced as such. Make a decision if and when you use a drop. Maybe occupy the Flak HK with a tank meanwhile? Or take it out, it is not indestructible. It can as well become a liability in the wrong place where your pios are repairing it more than doing anything else.
Then check the one from goliath commander.
Major recon? Honestly.. I've used it like 3-4 times in my 2000 hours. P47? Strafes? Drops? What the hell? Axis dont have them? Or What? JU loiter, unkillable supply drops, Sector Assault. P47 and Sturmovnik cry in corner when compare to Axis' abilities.
Bombing run? 4x50kg bomb, more expensive, still way worse than 1x50kg dive bomb.
Imagine of Ostheer couldn't use JU or Recon loiters, just because I made a T4 tech for SU. The amount of salt would be insane. |
So let's get rid of the free squads then since they are so hindering? Both factions benefit from tech-up is all I'm saying, obviously in different ways. The reasoning behind Panzer HQ is I assume is having a defensive structure that the faction needs more than others. Very few people opt for the Flak Halftrack because the unit is weak.
Your pop cap argument could also be applied to fighting pits then, right? OKW doesn't have those either. Oh, but the have the hopelessly overpowered Flak emplacements that cost pop cap.
OKW also doesn't have a single loiter ability outside of the Fallschirmjaeger drop, which does a small bit of suppression is why you wouldn't need it against them anyways.
Removing Ltn, Cpt, Mjr is not that easy. It would require a small re-design.
Sure, let it be defensive structre, but again, I did not see any point why it should kill expensive air abilites? It's not like OKW doesnt have 251/17 or MG upgrade for tanks.
251/17 is not weak. It's overpriced but not weak.
WHat fightning pits? Flak emplacements? I did not know you MUST build them with tech, huh...
What's the point of bringing OKW air abilities? And OKW has one more loiter ability if you didn't know.. |
Like explained before, both western front armies receive additional benefits for tech up. Do you see a specific reason why USF should receive a Lt, captain, major squad, vehicle crews then?
In return both factions have flaws like no flamers, mines, snipers, lack of early indirect fire and MGs (previously). Soviets and Wehrmacht were designed symmetrically, they both have all those tools available.
Ltn, Cpt and Mjr all eat population and need upkeep - Schwerer doesn't see. You see the difference?
Vehicle crew supposed to be feature for paper tanks.
Still, no reason for free Anti-Air.
Ltn, Cpt or Major don't prevent you from using commanders abilities. Schwerer HQ does. |
It's nor even close to being fine.
It does not eat your pop, does nt eat upkeep, prevents from flanking, shoot down planes. I see two ways.
Cut down AA abilities
or
Keep it as it is but make it upgrade.
I see no reson why OKW should have free AA.
Now, I would love to see some arguments why OKW should have abilities to kill planes with no investment. |
No medics? As far as I know, OKW has access to healing without Med HQ.
Just sayin...
Funny how you included healing just for OKW, but if you want to include everything, do the math for me with healing, snares and incendiary (molo) nades |
God tier (200MP): Stug-E, Stuart, T-70
Mid tier (200mp, but weaker): 251, 222
Low tier: m20 (340mp) Luchs(340) Puma(280) aec(380) m5(280)
I wouldn't be so hasty with placing T70 as a god tier. Why? Becasue you look only at the units' costs but if we take a bigger picture it's not god tier anymore.
First Luchs needs 615MP 115F.
First T70 needs 600MP 175F (with T2 start).
It's 60 more fuel.
But what's more important, once Luchs hits the field, OKW already has incendiary nades, pzfausts and access to schrecks.
On the other hand SU player has to pay for this. So T70 is way more expensive in terms of fuel but if we add at least AT nades or Molo upgrade, it becomes the most expensive light vehicles in overall view. |
I feel like every light vehicle in game has its pros and cons and it's mostly fine.
Luchs: great camo, 360+HP, murder machine when flanks infantry behind cover / not that good accuracy.
222: probably most cost-efficient unit in game, insane when vet 2 + scope.
Puma: great for AT, even in late-game, shuts down all light vehicles play / weak AI
Stug E: Amazing AI, great ability, 560HP / no turret
Stuart: trying to be AI and AT. General medicore light vehicles.
AEC: combo of weaker Puma and weaker T70.
T70: amazing AI, good AT, great recon mode, probably the best light vehicle in game (but some vehicles has to be the best) but 320HP (+repairs). Can be stopped by any Axis' lights. |
If you want 100% balance - remove call-ins, tie them to teching.
If you want to see great comebacks, a way more strats, more exciting games, leave call ins as they are.
For me answer is simple. I don't want to see CoH2 as a pure math game with no RNG or no game-changing mechanic (like call ins). |
I like call-in tanks for some reasons.
First one, it adds a bit strategy. If you feel, you are winning, you will usualy go for another tech. But if you are losing, and you can't afford teching, you are forced to fall back, defend and try to survive without teching.
How many amazing comebacks we saw thanks to IS2 or Tiger or any other call in? Many. I feel, like 80% cases call-ins are choosen cause of losing, not becasue they don't need teching.
Secondly, it's a problem with doctrines, not call ins. I have on my mind two of them. Shock and Mechanized. 2 call ins in 1 doctrines is a bad solution. You can just stick with ZiS + KV8 + IS2, just like Pak40 + Stug E + Tiger. 2 call ins are problem, not call ins in general.
Thirdly, if we tie call in to teching, we won't see Tigers or Elephants.
So to summarize, this is the beauty of call ins. They can change the whole battle once they get into battlefield and I love it. Game would be way more boring if we changed current call in system (with exception of KV8 nad Stug E) |
read my post again, I never said the mines are useless against vehicles, only against infantry.
in vCoH a mine will pin and take half health from a rifle squad. In coh2 it will just kill 2 models.
Yup.
Before the change, I wouldn't take a risk of flanking without sweeping first.
Now I don't care about sweepers. I just take 1 squad to walk into places I want to flank, detonate mines and now I can flank without sweepers
Sweeping with infantry |