1
Balance Discussion / Re: 2.3.0.0 balance...
« on: November 26, 2014, 07:48:04 PM »The medikits will not return. We tried them before and we deemed them either to be too effective or too weak in our tests. Plus, Wehrmacht already has medikits so we didn't want another direct copy (healing in this case) from Wehr for OH. I remember playing a game against Darc where I managed to force of a Guard squad by using a vet 3 medikit pop on one of my Landser squads. It was just too effective, you could deploy it en masse. Furthermore, I don't know why we should cover up one of OH's weaknesses. Why should we? It's only fair for each faction to have some gaps in their basic tech tree so that doctrines can fill in the gaps or you have an idea of what you are facing. SU has no Halftrack for example, so no mobile forward reinforcing. I think it is clear case.
Yes, I see your point and I actually agree with the desicion to remove the the medickit as combat upgrades. Those were perhaps a bit too much of an advantage to hold over the enemy. What I think should be returned however, is the ability to heal in the field, perhaps by way of adding the combat-medics I mentioned before to the one of the doctrines (Perhaps the infantry-focused Elite doctrine instead of call-in artillary?). However, I know that I am not a developer, nor am I a tester, so my opinions are just that; opinions. This recent change doesn't mean that the OH sucks now, just that I will have to learn to use them a bit differently from before. However, mending this weakness slightly won't cause balancing issues, I believe, as OH has plenty of weaknesses from their lack of defences.
I deem your statement about Americans to be inaccurate as well since Americans where designed versus Wehrmacht. Wehrmacht is a defensive faction revolving mostly around MG42 play, which means the Americans are the aggressive faction since they have to flank the HMGs, they have the fastest vehicles, they have mobile suppression (BARS) so forth and so on. I don't know if it's still available, but you should either watch the games from The Frontline Network or check guides on Gamereplays to learn all you need to know about the vanilla factions and their designs. Ostheer has some similarities in T1 and T3 compared to the Americans. Relic did their research when it came to the original factions. D-Day was when the US army was in full-scale offense against the Atlantic Line and other defensive garrisons by the Wehrmacht.
I sorry, I was unclear about that; Compared to OH and PE, especially the latter, the americans are more defensively-minded (being more of an all-round faction). Yes, I know that between the Wehrmacht and the americans, the americans are the offensive ones
I used to play as a brit with my friend being americans before I got this mod, with him attacking and me building a line of defence.1. Making a starting squad more expensive without touching upon anything else is basically deemed heretical. Plus, we spent quite some time matching up the vanilla Landsers versus Conscripts and Strelky, so changing the whole mechanic again will only lead to confusion and discontent amongst the community and the team as well. As Darc said some time ago, the time for drastic changes has past.
Well, the british have starting infantry at 450. Wouldn't it make sense thematically if Germans have to be a little more careful with throwing the lives of their soldiers away, especially since landsers and Jägers are basically supposed to be early-mid war werhmacht/waffen-SS men, who were at that time, honestly, some of the most well-trained troops in all of europe? Give them another MP if the price seems too steep, but It seems weird to me thematically, that they are cheaper than volksturmgrenadiers. I understand that things may already be set in stone, but I am just saying...
2. We tried this before. It was utterly broken. In the initial phases of OH, one could equip his Landsers with an MKB 42. At first it would look okay, but when the veterancy started coming in, scaling issues would become apparent. In fact, the weapon's DPS output would surpass that of all the other members of the squad COMBINED! On top of that, the weapon wasn't droppable, which made it even worse.
If the model carrying the MKB 42 would die, it would simply pass on to another soldier without losing any real DPS. So even if one member was alive of the squad with the MKB42, it still performed the same as a full health landser squad. This made Landsers too potent, we had to divide it into multiple weapons in order to split DPS more appropriately.
Personally, I never found it too overpowered, but I did find it kinda silly that you bought an upgrade that upgraded ALL landser units with the MKB 42 and that landsers came at such a cheap price. Personally, I would have just made it an individual upgrade at 100 or so munition each and made the landsers cost more.
3. This could perhaps be an idea for a doctrine, but otherwise, it's not going to happen.Well, anything I can do to contribute

I appreciate the effort and I hope I didn't discourage you to keep on posting on the forums. We look at every nook and cranny.
Peace!
No, not at all! You have laid out your point in a concise and polite manner, and I appreaciate the fact that you took the time to do so

I hope you will consider my points, but I understand and fully accept it if you feel that what you are doing is the way to go forward. All I can do is humbly thank you guys for an awesome mod that is beyond incredible, even if I would personally have done a few minor things a little differently

