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Balance Discussion / Re: Ostheer Balance and Design
« on: March 13, 2017, 07:23:26 PM »
A much appreciated reply, thank you Darc! My comments are in Red Purple. Overall your response cleared up a lot of things for me.
As usual, my answers are green. Hope I could clear some things up for you.
To be frank, the pool system was not "innovative". It was a mess. I tried several versions and none worked in a successful manner. The original concept of the Ostheer never featured pools, instead players could decide their veterancy on the training time of infantry. The longer the training time, the better was its performance. I honestly do not know who came up with the pools, but it was initially meant to provide a key feature to the Ostheer that was "flexibility". Pools should symbolize that - players should be able to field units fitting to a certain strategy and react to enemy units. But, if you actually put some thought in that - this is a default thing players do. They build tier buildings and choose their units according to the battle situation. There is no need to split up the army in two parts with a pool. The choices are already determined by the type of tier building you construct.
The pools were simply an artificial limit for the player. And since the pools had to be equal, they were made like a build-in reward unit concept. Each role (AT gun, MG team, tank, artillery) had 2 units that did pretty much the same. This only bloated the faction. The default Ostheer had 24 units! that's more than Wehrmacht has, including all doctrinal call in units on top. It was too much. Especially considering that every pool unit was redundant.
I'm still not entirely convinced that it is a truly awful idea. An artificial limit in exchange for more options, if weighed up correctly, would be interesting. But like you said, if the extra options are redundant then yeah, the pools would be pointless. I feel that this is what it was like before, I remember at launch you had on the one side the Marder and then on the other the Stug, just to highlight one example of the original redundancy. Its been so long since I played the original I can't remember any more. However, I feel my lay out has no duplicates, all with unique roles. 20 units is a fair amount, 1 more than Wehr. I suppose we all favour our own ideas though, and I trust that you've meddled with pools enough to make an wise decision as to their fate.
The second feature that was at the heart of the old OH was modernization....
Actually, this is what gives ostheer actual flexibility. You can construct tier building and you unlock interconnecting units with a single tech. in the old Ostheer teching was very specific, time and fuel intensive and only offered a limited amount of additional content. Just like PE, but without the shock value. It was the opposite of its intention and was reworked because of that. Armour skirts are a different matter and is not settled 100% yet. However, I prefer a fuel tech instead of ammunition, simply because Ostheer has lots of ammo sinks already.
Yeah I get what you mean now. I've made comments on the tier system below, but as for the modernization feature itself, it seems like it is only modernization in name rather than spirit. As far as I recall the old modernization was solely used to upgrade units, and each up level of modernization upgraded a swath of different units, playing up to the advances the Germans made in WW2. It was kinda like the soviet Auxiliary tier except where the upgrades were bunched together and influenced several units at once (As far as I remember, memory is a little vague). Now its used to add flexibility to teching, which is fine, its just not the modernization I was used to.
Third, the tier system is totally out of whack.
Actually, you're wrong. The old teching system was out of whack.
No argument, the old tier system was definitely out of whack![]()
Why is there a medium tank in T2?
Okay, let me explain:
Ostheer is about flexibility. Flexibility means that you can quickly adjust your plans and unit compositions to match an enemy. That's why the teching was reworked. It's essentially a reverse Werhmacht teching. With Wehrmacht, you tech a phase and unlock a building. With Ostheer you build a building first and then use modernization to unlock units simultaneously based on their teching level.
Example - Schutzen War Camp (t2)
You start with support units, which is a support tier for a low fuel cost. Now you tech the first modernization for 40 fuel and you receive a Halftrack (which is "t2" in Wehr teching at ~60 fuel) aswell as unlocking the Pak 97/38 in T1. Now if you tech modernization II and you receive a tier 3 unit, which is the Panzer III, for a similar teching time and cost like the Panzer IV from PE. To get real combat value you need the Long barrel, which is a seperate tech and requires additional fuel.
First off, the tier system makes a lot more sense now after you have explained it. Its not visually intuitive but it still makes sense and is growing on me. Thank you for that. Panzer Modernization is akin to the battle phases of Wehr. The first Panzer M unlocks what is in essence T2, even if it is spread out over the tier buildings. The second Panzer M is Tier 3 and so on. My only reservations with this would be as follows:
The obvious one would be that the Panzer Modernization to unlock the Panther is incredibly steep. 150 fuel to unlock one unit seems like a lot to me. Wehr get their Battle Phase and tier 4 for 100 fuel and that gives them 4 units. And yeah, sometimes its a Tiger and not a Panther, which might be the reason to justify to cost, but that just highlights why I think its a bad idea putting the Tiger and Panther in the same role. The extra tech costs automatically screws over the Support or Fortress player. I'm sure you have a reason for pricing it so high so I'll reserve judgement.
Why is the Pak in T1 but the MG and Sniper in T2?
Because t1 is a structure that is always built. This way both t1-t2 and t1-t3 strategies have easy access to a anti tank cannon.
That makes no sense, you’re definitely going to need infantry support weapons before AT guns.
Not necessarily. Ostheer mainline infantry has ways to deal with armour *cough* Panzerschreck/Gretchen*cough*
This is my second reservation. My question wasn't so much getting at 'how do Ostheer deal with armour?' I was more so getting at 'Surely in the early game you need an MG and sniper more so than a Pak'. Now I understand that T1 in the 'traditional' sense is spread out over the first two tiers and the Pak is actually still in the traditional T2. However, in order to have a full T1 you have to build T1 and T2. Let's do a comparison.
Wehr T1 = Bike, Volks, Sniper, MG.
Ost T1 = Kubel, Landsers, Officer, Sniper, MG (Where the MG and sniper are in the T2 building)
Soviets T1 = Spotters, Conscripts, Command Squad, Sniper, MG.
This implies that for Ost to be on the same footing as the other factions they need to start with T1 and T2. I'm going to check out the costs, but I'm fairly sure that Ost have to pay an extra 20 fuel and around 200 MP to get what everyone else already has. I don't think there is a whole lot wrong with this on the condition that some of the costs of the T2 building are transferred to the first Panzer Modernization upgrade.
Something else you could consider would be to put the Pak into the HQ and the MG into the first Tier as it opens up T1 to T3 play. Currently the different build orders offer you:
T1 to T2 - Pios, Kubel, Landsers, Officer, Pak, Sniper, MG, HT.
T1 to T3 - Pios, Kubel, Landsers, Officer, Pak, Leig, Luchs
Presuming the first Panzer M is teched. I can't say for sure but I'm going to assume the Leig doesn't compensate for 2 units, especially since T3 costs 35 fuel more than T2. If you were to move the MG to T1 and the Pak to T0 the build orders would offer you this:
T1 to T2 - Pios, Kubel, Landsers, Officer, Pak, Sniper, HT, MG.
T1 to T3 - Pios, Kubel, Landsers, Officer, Pak, Leig, MG, Luchs.
See what I mean. Just a thought. (I realized after editing this that you might get access to the Stug after the first Panzer M, right? That probably makes my suggestion void)
Why are landsers 6 men?
Because Ostheer with 4 men squads plays like PE. Ostheer is not PE and features its own gameplay. 6 men also increases their overall survival potential as they have more chances to avoid area of effect targets. Since Ostheer cannot buy vet it's important to keep Landsers alive. Also, 5 men Landsers look like volks reskins, which I/we want to avoid.
Why is MP40s a global upgrade for Landsers? What if you want some of your infantry to be better at long range?
Then don't tech it. Landsers performe fine without infantry modernization II as they have access to grenades and there are various support weapons that can replace the second upgrade. The only reason to tech Inf modernization II is to increase their close combat performance. There is no harm in not doing it. It's a tactical decision, just like teching bars.
Yes, but in making them less like Volks you made them more like Volks. What other squad do we know has a high man count, is fairly flimsy and relies on close range MP40 charges in the late game? When they were 5 men they genuinely didn't feel like Volks and more so like Grens, but they were obviously very different from Grens. In fact, I felt it was the fifth man that separated Landsers from the other German main infantry. PGs were 3 (most of the time), Grens were 4 and then Landsers were 5. And as for the global upgrade, would it not be wiser to decrease the cost of the upgrade but add a munitions cost to individual squads. So you can get MP40 Landsers if you really want to but not all of your squads have to be MP40 Landsers. Its not like Bars which increase Rifles effectiveness at all ranges. Or even make the MP44 a global upgrade and MP40s a squad upgrade, as the MP44 make them better at all ranges so it would make more sense.
Having said this though. I still feel a pure G41 mid range squad is the way to go.
Why did the healing halftrack get removed?
Because it's a useless concept.
If by useless you mean boring, then yes. But boring and convenient is better than new and tedious.
Now OH have this overcomplicated heal drop that’s incredibly inefficient and micro intensive....
I know that the healing drop requires some attention, but it does not only have drawbacks. Maybe you should consider taht you can also use it in battle aswell? You can drop it for an ally or for yourself to provide staying power. Combine that with a halftrack and you get lots of staying power where you need it, especially if you're using Army Fortress' counterassault ability. It has very strong synergies with other axis armies. And just as a sidenote, if you want an easy heal, pick the Support pool. As long as your units are in friendly territory they heal themselves over time, just like Wehrmacht vet 1
First off, that's nice to know about the support pool. Never switching to assault ever again.
Second, I'm not so much against the healing ability, its cool. What I'm against is that its the main form of healing. Soviets, PE and US all have such a simple one time investment healing systems that makes life so much easier. Even Brits to some extent, except you have to pay munitions for it. With Ost, not only is it expensive in terms of munitions (over time) but is also takes ages to deploy the ability, wait for the smoke to wear off, drop down, click on the boxes and finally heal. That's valuable time lost.
If there was better base healing (like the HT) and this healing was an officer ability, I would be more than happy. But as it stands, its just annoying and expensive. My opinion on the matter.
Why do MG bunkers cost fuel? Why do Med bunkers cost fuel?
Gameplay reasons. Panzernests for manpower only are broken because they can lockdown large portions of the map as they're constructed rapidly and supress/kill fast.
Yeah this makes sense. But they still cost a lot for what is essentially a Wehrmacht MG bunker. 200 MP and 25 fuel? For Wehr its 150MP and 50 Munitions and its hardly better because you can't garrison it. 150 MP and 10-15 fuel would be far more reasonable.
Why do Sturmpios have panzerfausts? etc
Fourth, a lot of the interesting units that OH had at launch have been unceremoniously scraped...can’t think of why you would take out great units like Panzerjagers...
All the infantry units you mentioned had conceptual weakness, were very blob friendly and redundant for the most part. They only were a result of the pool system to keep the unit numbers per pool equal. Panzerwerfer as non doctrinal unit made the game dull, especially teamgames. Teamgames were all about building t3, then building multiple Panzerwerfers and raze the soviet base or support teams. There was no skill needed, just A-click and win.....While the Kugelblitz looked cool, it was unoriginal and redundant...
Why do Sturmpios have panzerfausts? etc
4th man is experimental and considered to be removed again...The Panzerfaust (Gretchen) is a one time AT weapon because Landsers have Panzerschrecks...
I think we should take a moment of solace for the Kugelblitz.......Okay, now, I understand why you removed the Kugelblitz and Panzerwerfer, both good reasons, even if I thought they were so damn cool. As for the infantry units, I'm not so sure. Some of them were not offspring of the Pool system. Take Panzerjagers for example. That was an epic unit. It was so nice having an AT squad that you could just build and it functioned perfectly without you having to invest any more in it. I can understand why you took it out, you wanted to slim down the army by giving Landsers a schrek upgrade and removing Panzerjagers, but sometimes less is not more. Think about it this way; Chess would not be better if you took out the Knight in chess by giving the Queen it's move. Likewise, Ost is not better by taking out Panzerjagers and giving Landsers schreks. It simplifies the army down too much and makes them too reliant on munitions, which is something you said they had a problem with. On top of that, one of the things that made Landsers unique was that they didn't have a Panzerschrek upgrade.
You could consider moving the Panzerschrek upgrade over to the Sturmpios and giving the Panzerfausts to Landsers. 40 MP and 75 munitions per schreks upgrade with a max of 2 (the MP to stop them from being spammed). This would mean that you could have a dedicated AT squad without having to sacrifice any of your mainline infantry.
Fifth, if you’re going to add an auxiliary tier, it can’t replace normal tier structures. Soviets, US and Wehr all have Auxiliary tiers and all of them have 4 levels of tech, why doesn’t OH? What makes it worse is the Luftwaffe tier is boring. The resource bonuses are, not only superfluous, but also a US rip off and the air powers require 2 expensive upgrades for an otherwise lack luster unit that you might not even build or could have died in the first few minutes of the game. It’s bad design.
Why do you think it's boring? One thing I agree with - the current resource increase tech is unoriginal. But it's just a placeholder until I find a solution for a way more unique implementation of the resource bonus. It just has to work right now, and the way it's implemented atm it does work. That's all that matters to me.
but apart from that - why is the Luftwaffe HQ boring? No axis army actually features a real, air based support. Of course, PE has Luftwaffe Tactics, but those are mostly limited to Ground Forces. The usage of aerial support is a completely new feature for axis and has not been covered at all yet.
The "2 expensive air powers" on the other hand are actually extremely useful. You can drop brandenburgers anywhere, they are not automatically targeted from enemy units and can instantly take over territories, lay down explosive charges and create chaos behind enemy lines. Combined with abilities like "Kesselschlacht" you can cutoff the enemy and watch his units getting razed by artillery strikes within the cutoff territory. This is just one possible way to use thm. The second ability, the Stuka dive bomb, works as a precision tool to weaken enemy defenses just before an attack. What does happen if your enemy looses his AT guns or MGs to a stuka bombs and you rush in your tanks? Utter destruction, and he has only little time to shoot down the plane if at all. It's very useful. Of course, costs can be tweaked and reduced if necessary, but that does not change the potential effect and synergies for the faction itself.
I don't so much have anything against the air powers so much as I have against the fact that they are tied to a single unit. You have to tech to unlock recon runs and stuka dive bomb, they're fairly expensive and tied to the officer. But what if the officer dies? What if its not in your build? Then those two upgrades are totally pointless. As for the Brandenburgers, I don't have anything against these, and when I was referring to 'expensive air powers' I was actually talking about how expensive it was to unlock recon and stuka. The Brandenburgers I actually like, and I like the air abilities as well for that matter, it just annoys me that you invest so much into an ability just to have it tied to 1 unit. At least with the Wehr officer you didn't have to buy the mortar barrage or force retreat, they were part of teching.
As for why I think its boring, its mostly because the resource abilities are a US rip off and because, when you think about it, if this tier didn't exist, you could have a whole extra tier of units, which would make gameplay so much more varied and interesting than 1 unit and 3 air powers ever could. No one would ever trade Wehr T3 for these. See what I mean.
One way you could make the resource upgrades unique would be to have one for manpower, munitions and fuel, but the manpower one costs MP, the munitions one costs munitions and the fuel one costs fuel only. So lets say the first level of the Manpower costs 300 MP and it pays itself off in 5 minutes and the second level costs 600 mp and pays itself off in 10 minutes. As a player you have to ask yourself 'can I afford a 300 MP hit now to improve my MP situation in 5 minutes time?'. Its kinda like having to evaluate opportunity cost, 'will my 50 fuel be better placed increasing my fuel in the long run rather than getting out that early P2. Would I prefer a tiger at the 25 minute mark or a P2 at the 10 minute mark?' It incorporates an element of long term planning. Its different from US resource bonuses because you usually buy them to decrease the upkeep of your army.
while I appreciate your effort in providing a possible layout for the Ostheer - I won't do another rework.
You can of course create a sub mod yourself and present it here to prove that your concept works better and is more fun, but I certainly will not do another rework. I spent weeks and months to revise the Ostheer, figure out ways to make them stand out from the other axis factions and provide an own flavor to them. I won't reintroduce another pool mess, I've considered various different layouts for the pools, and some of them were very similar to your layout. But overall none did work from one direction or another. If you have questions on how to edit stuff via corsix I'll surely give you a hand and give hints, but I won't introduce a new layout for Ostheer.
Tempting. I might do that. I'm in the middle of a move at the moment so I won't be able for a bit. But it sounds like something I would enjoy.