Hey Guys,
Design Team is currently reviewing a few key balance complaints in the game and we would like your feedback
Disclaimer: Everything you read below is work in progress and not guaranteed to go into the game.
Elite Rifleman:
At the moment this ability provides no real downfall to its usage except for its long recharge time. We implemented slight cost increase as well as starting it on a cool down. However we are currently exploring possible redesigns of the ability such as increasing the rate in which rifleman will accumulate Veterancy.
Soviet Weapon Team:
This has been a hot topic for a while but we are experimenting with 4 men Soviet Weapon Teams. Issue being they are too durable. If a 4 men team loses 2 men, chances of losing that whole squad would go up exponentially. When a 6 men squad loses 2 men the chances of losing that squad still remain fairly low. If overall performances needs to be compensated for reduced durability that is something we could also explore.
Long Range Combat:
With our change to lethality in a previous update to make cover more important. A side effect of that change was that it made long range weapons extremely effective, especially LMGs. The combination of cover, lethality, and long range has resulted in medium to short range units being overall less effective. In most situation, units that require closer range will lose too many men on approach resulting in a significant drop in offensive performance.
Feedback would be greatly appreciated and thank you!
Please note: I'm only talking about the core units in each faction.
Elite Riflemen-Add a fuel cost. 20mp is nothing in this game.
Soviet Support weapons: The main issue is maxim spam, especially in combination with zis spam. Otherwise, by themselves, 82mm Mortars and Zis guns are ok. I'd say there's two core issues which need to be resolved here:
1-A critical mass of maxims (3+) will be able to form an impenetrable wall against any flanks due to their fast set-up/pack-up time. Furthermore, as OST/OKW you can't stop a maxim wall from aggressively pushing as it can pin the mg42/mg34 before getting pinned itself.
2-Lack of scaling for cons/penals in late game. Especially cons. Penals cost only 10mp less than rifles but have worse performance and not nearly as much scalability. Cons-the less said, the better. I'm not sure how much it is intended for the soviets to replace their core infantry with guards/shocks so I'm not touching on that, but its something to consider.
So in summary, I'd say you guys should tweak both maxims and soviet infantry-maxims should have increased set-up/pack up times and better scalability for soviet infantry.
Long range combat- I think the two main issues are that the new factions lmgs are primarily balanced around each other, but perform too well against the old factions. That, and an lmg blob will decimate any infantry in sufficient mass. I'd say its not the long-range dps that's at fault here, but the blobbing. Add a 1.25 received accuracy modifier to any blob, like negative zeal for pios in vCoH1, and bingo, problem solved. That said, the US ability to equip two lmgs is a tad too powerful.