I think there could be 3 ways thinking about what to do with REs:
-Buff their combat capabilities (like buffing ROF of carbines, or nerfing ROF and bumping damage to 9)
-Put an emphasize on their utility. Like giving acc bonus on zooks, increased building speed with sweeper, generally having faster mine clearing and barbwire cutting speed compare to other engies.
-Don't touch them and close the thread
Honestly whole topic is misrepresented a bit imo. If you forced to rebuild REs then out of the gate they are weaker then Pios, but again you wont be getting them again that early into the game and by the time you might need to rebuild them, engi units would be either repairing\building\sweeping but not fighting.
But if you keep your first REs alive, give them weapons and vet them up during the game, then they will be usufull in combat during whole game (especially with zooks) unlike other engi units, which will be burned out by repairing and doing other engi duties, while REs will be fighting\capping.
So pretty much RE combat firepower means at least someting only super early into the game, in first few engagements, after that they either become a better support unit or just another sweeping engi firepower of which is irrelevant anyway because even SPs will struggle at this point in firefights.
In other words yes, starting RE will usually lose to starting Pio, but you are not paying 200MP for this RE anyway, you are not forced to rebuild them if you lose them early and if your opponent(s) arent laying mines, you are not forced to rebuild them at all. On top of the fact that USF\Ost have pretty much same starting MP anyway.
And as I matter of fact, I dont really understand why their cost should somehow garantee them win against charging pios to begin with. You can always kyte pios with them, soft retreat and keep pios annoyed not letting them cap freely and so on. |
Also when you lose one, Would you want to pay 200mp for sweepr squad ?
And again, RE reinfor cost is higher than normal engineer. ....
Also they are the second cheapest engi unit to reinforce, the first one being CE. But if you play only soviets and USF you are tecnically correct |
On paper, because they have valley fire. Which is kinda over-nerfed, but as a niche rifle supporting ability some times can work also they have nice smoke ability.
Also kinda because at vet 3 they are 5 men squad and vet2 provides some combat bonuses.
In practice its just the way they are supposed to be cost vise, because some of the commanders give them strong upgrades (riflenades\flames) on top of the fact that they can have zooks (which will bring them to vet 3 really fast making them 5 men AT squad).
Other then that, imo cost arent reflecting their performance, rather cost is based on what can be done with REs and what upgrades they can have. |
Then why spending so much time responding? Why did you ever complain about balance here in this forum?
Reading past first sentence would be a usefull skill indeed. I've heard sometimes there are answers to your qustions in there |
So in definitive because they're not like Ostheer or Soviet, cheap en extremely cost effective units. Imo nothing that can't be change with proper balance decisions.
Pretty much. As many people were saying, CoH2 back in the day needed a proper benchmark faction which would be balanced out as perfectly as it could be, and then other factions should be balanced around this factions. Not like, Ost vs Sov, USF vs OKW, UKF vs CPU. With a bunch of handbandages holding it togeather, creating halfassed toxic gameplay.
Also cost of grens\cons handly really matters, again, even if you add like 10MP making them cost 250, they would still be better simply because they always can use support unit as a backup. No matter how much your volks\rifles\IS cost, when your only counter play options are either survive\push\out-flank.
But what are those tools? Even if you deny it OKW has access to everything, USF not having stock access to Rocket Arty is a late game problem while at the moment the USF struggle vs Ostheer and OKW is an early game matter. Only UKF is probably entangled into more deeper problem but could probably be solve by looking at snipers behavior in the game.
Because early game matters the most, especially for snowballing faction like USF. And in early game you have rifles and rears face combined arms army. Even tha fact that OKW has kubel can really mess up the USF and we are speking about Ost with a whole bunch of combined arms options.
Are you really interested into thinking of way to balance the game or are you just happy with the current situation. If this is the case, fine but stop posting the same we can't do anything shit over and over as if keeping repeating it would make it more true.
Honestly I dont give a shit about correct CoH2 balance and CoH2 balance in general and imo no-one should. Not because its unchangable, but because relic didnt alow to do all the nessesery changes to begin with and the fact that CoH3 is comming and CoH2 wont have any updates most likely.
We cant do anything about it, and you should face it. The best bet you can have, is to collect your thoughts and data about why such problem exist in CoH2 and create a topic providing feedback on CoH3 devforum and actually try to make next game not suck balls. |
What side upgrade has OKW that cost so much? What unit is not in their stock roster?
Not in the stock roster? Sure. Flames, cheap repair unit, proper AT gun, AT+AI LV or a super cheap one like 222, properly scaling mainline, permament healing without tech/back-tech requirements, good inderect unit with normal barrage, mobile reinforcement platform. Want me to mention what USF\UKF dont have?
And OKW (nor USF\UKF) has upgrades that cost "so much", its the fact that Ost\Sov dont have them, they arent starting handicapped.
You opened your first reply on this topic daring to call Ostheer OP but you're the one keeping describing them that way in every posts like its normal for balance sake.
As I matter of fact I describe Sov\Ost the same way. You on the other hand, in your second or first reply, said that "Ostheer is OP". If you focusing on this subject, better to not disguise it and create appropriate topic. Also I never said its normal, I've said that it was inevitable, considering how WFA factions are made.
(As side note you're confusing faction being OP with unit being OP, there are no evident correlation between them)
(Part of the definition of being OP, that you can't fight equally)
Or maybe its not the factions being OP, but rather other faction has not enouth available tools at the right time? Think about it.
False, show me a game from tournament where Top players actually didn't build 4 mainline infantry.
https://youtube.com/clip/UgkxYUh3V_Pg0qXWqh_Zna3NLSEHqrfvyvg9
In the same video maybe? But since, we are not understanding each others point, I'il try explaining it differently. Stop focusing on 4 mainlines, focus on what units sov\ost can get in early game before they get their 3d\4th mainline and compare them to what unit composition WFA factions can get, which would be just as usable and without requiring you to lock yourself into a commander early.
(You're again stating that Ostheer and Soviet need to be OP with their mailine infantry punching way above their league for balance purposes. While, again, I don't see evident correlation between faction being OP and units being OP, you're just contradicting yourself with your previous statement that Ostheer has not anymore OP unit in their roster).
Re-read plz. I said that either WFA factions mainlines should litteraly mop the floor with cons\grens (litteraly WFA armies on relese) to compinsate the fact that they have more expensive inf\less options to play with or we will have situation like we have right now, that even with weaker inf sov\ost can trade with WFA armier or even if they cant, they will just bring support tools and still have an upper hand. |
Not really or 3 rifles, 3 volks are spam to you. Actually the 2 factions that have easy early spam are Ostheer and Cons with their fast 4x mainlines infantry every game outclassing other factions. And that's not a question of faction design but how the balance swifted to this state over the patches.
No offense but you are tunel visioning it a bit. Yes, Ost and Sov also do start with 3 to 4 mainlines oppenings but there is a difference. Firstly, unlike OKW\USF\UKF soviet\ost arent forced into this standart build, but even then they do their tech allowing them to roll out support units much earlier, in case they suddenly in need of them, for Ost its the fact that T0\T1 contains support units, for soviets its either flexable teching and commanders call-ins.
Secondly, both ost and soviets arent locked behind any significant side grades. Ost dont have any, because its tech costs already balanced by timing, soviets have moly\nades but price is very low in comparison aswell as, depending on your play, you can skip it. All 3 WFA factions on the other hand have some sort of a gimmic behind their tech, resulting in a plentora of "side grades" which are in fact just a way to delay teching, since without essentual tools being locked behind side grades WFA factions are the fastest to get late game units. This is not only very inconvenient but it also might really backfire, because not only you can make a wrong chose by chosing wrong side grade, but also if enemy is snowballing already they will just put you even more behind.
Thirdly while Grens\Cons arent as good, as say volks\rifles\tommy stat vise and on paper should lose, in practice its not the case. And here comes the balance dilemma. Should grens\cons lose almost in every single scenario to WFA mainlines, no matter what, in order to balance the cost difference and the fact that WFA pretty much dont have any proper support tools early or they shoudnt. And if they should, how then you going to adress the fact that, the second ost\sov mainline wont be sophisticated, players will just use support units awaible from the get go, which WFA armies cant even hard counter early to begin with.
As an example you can look at Ost vs UKF match up, where IS are stronger then grens at long range and Ost is just bullying UKF with sniper.
And lastly you shoudnt forgert that Ost\Sov have all the tools in their army. Starting from the fact that only they have stock flamethrowers, ending up with the fact that only they have proper stock rocket arty (I wont consider zu fuss a proper rocket arty, sorry). |
No faction is stronger by default. If we went from the reverse situation then it means there is a point in-between where better balance lies.
Its not the strength of the faction, its the adaptability of the factions. 3 factions are forced to spam mainline, they are predictable, they are redable and most importanly they dont have answers to many of EFA oppenings\mid game units.
Hell, say you have a chose alright. You have USF and you have Sov.
As USF you know, that you have to controll your rifles perfectly, you know that on paper you are stronger but in reality its not always possible to get in close\mid range fights, you know that your success depends on either you being a better player or your oppenent screwing up.
As soviets, even if you went with the wrong strat, you always can do a flip and get something which will help, if not win, but at least make enemy snowballing much slower. Same with Ost. And the most importand as ost\soviets you can also win by being a weaker player, simply because you managed to outsmart your opponent by bringing something he dont have answer to, unlike WFA factions.
To put it much simply, WFA factions just requare perfect play most of the time to get the most of them. And considering really small amount of variety and the fact that their mainlines are usually overburned with tasks in early\mid game, they are being pushied for a mistakes much more.
As DevM said about OKW vs USF match up. On paper USF should be stronger then OKW in early game, but in practice you just cant get into situations when USF gimmics will kick in, thats the problem.
This is territory close to "faction revamps", which is pointless at this point. Balance team cant buff OKW\USF\UKF in this situation. Because it would either be such a small changes no-one but top players will even recognize or they could buff them overall but we will retern to pre-nerf WFA armies.
Top players play with ost\sov. Automatch is unbalanced crap opponents wise and stats wise. So why even bother at this point? At least outside the tournaments all 5 factions are somewhat playable, good page to end CoH2 history on. |
That's not true. Some times ago Ostheer was weaker than OKW, OKW T2 was the get to go and OKW was at that time also better than Ostheer, Soviet had trouble dealing with them and people used to pick USF to counter them in tournament.
Ostheer has just been overboosted over the past few patches and only Soviet has been looked at balance wise vs them.
Well honestly its completly irrelevant. Unless WFA factions were clrearly overpowered in one aspect or another (or EFA underpowered), they were never picked over EFA faction.
Also it sounds like you are just implying that the only reason why Ostheer is picked - because its OP. Everything what made Ostheer stupidly OP in 1v1 was nerfed. Osttropens were nerfed, VSL was nerfed, Ass grens nerfed, Sniper nerfed (for every one, but still), tech skipping capacity nerfed.
And as for the fact that they were overall buffed. Well thx to the fact that UKF\USF were much more stronger then the soviets (around whom ost was balanced) resulting in ost struggling. Then it was fixed, soviets become UP and they were brought up to matchs new Ostheer power-level. And suddenly when both Sov\Ost became closer to the power level of WFA, they become the best factions.
It doesnt contradicts with anything I've said. The sole reason why Sov\Ostheer are much stronger then other factions - because they have answer to pretty much anything, at any time. Both factions have access to all the nessesery tools, with commanders boosting your over-all army and not just being "access to the stock tools" and they not rely on gimmics like "well you dont have X, thats why you have Y". |
This is a big entering post for a question, which requres 1 sentence answer.
The reason why Sov\Ost are the mist picked - because they have proper tools roster. UKF\USF can be abused by Ostheer, because ostheer has more tools to begin with. OKW can be abused by Sov, because soviets have more tools.
Top players are all about either strategy\abuse\min-maxing. And gimmics which factions like UKF\USF\OKW are designed around usually just wont work in a top tournament play, because your apponent knows perfectly what your faction can do or cant, and it will be exploited.
By picking sov\ostheers you already min-maxing your chances of victory. UKF\USF\OKW on the other hand fully rely on you just being better then your opponent or out-playing him in order to win. And considering that usually in tournaments finals, players are marginally stronger\weaker then their opponents its just pointless to pick them. |