#151248
My take on simplifying the OH and increasing play fluidity.
Hi all,
My ideas will mostly deal with unit tier-distribution and not balance. Unit and tier-building costs will likely have to be adjusted after some of these changes. I need to state, however, that nerfing Landsers slightly (by removing their G41 upgrade) should be allocated highest priority.
Firstly, the current OH problem is that there are simply too many upgrades and switching around to be done, which hampers decision making fluidity. This hampering occuring not in the "planning department", but by plain confusion-making. OH has more "switches" and tier-rules then any other faction. Confusion=bad.
Secondly, since the faction is young, many of units are useless and shit. Not only are the Panzerjagers weak against armor, but they are also cheap and thus cannot lay claim to needing a buff. A cheap, shit unit that comes at 50 fuel into the game is not fun and confusing. Same goes for the LMG team, weak and useless, plus serves the sole purpose of further increasing buildable inf. squad number, hence confusion.
Thirdly, Panzerfusiliers are currently useless as they come at 85 fuel into the game and simply don't cut it. I understand that with the necessary Landser nerf the Panzerfusiliers will gain in importance, but they'll still be coming too late into the game AND they again increase the number of inf. squads varieties which again is a major cause for confusion.
My solution (and I am not a noob or a compstomper, so heed my call):
1) drop Panzerjagers AND Light MG-34 team. Move Panzerfusiliers into Assault T2 slot. Give Panzerfusiliers double AT upgrade at 75+75 muni (like Grens only shittier weapon) OR a single LMG-34 upgrade (cancells out the AT weapon upgrade possibility).
2) drop the T2 optional 30 fuel upgrade - no one in their right mind will spend extra 30 fuel at 50 fuel T2 for a crappy halftrack (that you have to spend muni to upgrade) or an equally shitty leIG18. If these changes will appear to unbalance the T2 in any way, tune the unit costs (especially in case of leIG18, which can potentially be very powerful, but needs to be just a tad better than the wehr mortar with a corresponding increase in cost). That's it for T2.
3) T3 without the Panzerfusiliers should now provide solely armor. Drop the first 40 fuel upgrade unlocking the P2 or the Marder2, increase T3 building cost to balance for it (just remember that Landsers are also weaker now). Same as with the PE only 1 unlocking upgrade per tier (and only for OH T3/4). Have to keep it simpler.
Since I propose dropping the T2 internal 30 fuel upgrade, you may as well increase the building cost from 25 to 35 fuel. Same goes for the T3 building, the cost can be increased to 45 fuel. The rest of the spared fuel might be "compensated" by nerfing Landsers.
I have to repeat again that these changes deal not with the balance issues (which I believe are not severe), but rather with the confusing nature of the OH teching tree. The balance will have to be tweaked with tier fuel costs and, possibly, unit costs and effectiveness. I above all implore you not to get rid of the Assault/Support pool switching as it's a major cool feature of the faction, you may as well use it for further overall nerfing (by increasing the switching time/cost) of the OH if such need arises.
My ideas will mostly deal with unit tier-distribution and not balance. Unit and tier-building costs will likely have to be adjusted after some of these changes. I need to state, however, that nerfing Landsers slightly (by removing their G41 upgrade) should be allocated highest priority.
Firstly, the current OH problem is that there are simply too many upgrades and switching around to be done, which hampers decision making fluidity. This hampering occuring not in the "planning department", but by plain confusion-making. OH has more "switches" and tier-rules then any other faction. Confusion=bad.
Secondly, since the faction is young, many of units are useless and shit. Not only are the Panzerjagers weak against armor, but they are also cheap and thus cannot lay claim to needing a buff. A cheap, shit unit that comes at 50 fuel into the game is not fun and confusing. Same goes for the LMG team, weak and useless, plus serves the sole purpose of further increasing buildable inf. squad number, hence confusion.
Thirdly, Panzerfusiliers are currently useless as they come at 85 fuel into the game and simply don't cut it. I understand that with the necessary Landser nerf the Panzerfusiliers will gain in importance, but they'll still be coming too late into the game AND they again increase the number of inf. squads varieties which again is a major cause for confusion.
My solution (and I am not a noob or a compstomper, so heed my call):
1) drop Panzerjagers AND Light MG-34 team. Move Panzerfusiliers into Assault T2 slot. Give Panzerfusiliers double AT upgrade at 75+75 muni (like Grens only shittier weapon) OR a single LMG-34 upgrade (cancells out the AT weapon upgrade possibility).
2) drop the T2 optional 30 fuel upgrade - no one in their right mind will spend extra 30 fuel at 50 fuel T2 for a crappy halftrack (that you have to spend muni to upgrade) or an equally shitty leIG18. If these changes will appear to unbalance the T2 in any way, tune the unit costs (especially in case of leIG18, which can potentially be very powerful, but needs to be just a tad better than the wehr mortar with a corresponding increase in cost). That's it for T2.
3) T3 without the Panzerfusiliers should now provide solely armor. Drop the first 40 fuel upgrade unlocking the P2 or the Marder2, increase T3 building cost to balance for it (just remember that Landsers are also weaker now). Same as with the PE only 1 unlocking upgrade per tier (and only for OH T3/4). Have to keep it simpler.
Since I propose dropping the T2 internal 30 fuel upgrade, you may as well increase the building cost from 25 to 35 fuel. Same goes for the T3 building, the cost can be increased to 45 fuel. The rest of the spared fuel might be "compensated" by nerfing Landsers.
I have to repeat again that these changes deal not with the balance issues (which I believe are not severe), but rather with the confusing nature of the OH teching tree. The balance will have to be tweaked with tier fuel costs and, possibly, unit costs and effectiveness. I above all implore you not to get rid of the Assault/Support pool switching as it's a major cool feature of the faction, you may as well use it for further overall nerfing (by increasing the switching time/cost) of the OH if such need arises.

