I think YOU are missing the point.
chaosval3 wrote:It has been said many times that we won't touch vanilla or OF factions. We would only add our factions to the game and perhaps add some optional extras in the form of reward units.
chaosval3 wrote:Personally, and I think in the balance team as well (correct me if I am wrong :P), the issues with the OF/EF factions match-ups are mostly due to the mediocre design of the OF factions. I am pretty much convinced that solving the problem would be in the OF factions. (Seriously, 450 manpower starting squad... Sh*t, I quit! I'm out!)
I have never said in my statement that the non-EF factions should be touched. Maybe you haven't been around the forum early enough to notice that when a suggestion topic arises that involves tweaking non-EF factions, I am quick to shoot it down for the very reason listed above. I will expand upon what I know; maybe you misread and didn't know that the solutions to improve the balance don't always require one to modify the vCoH/OF faction. Instead, one can tweak the EF factions with a variety of options such as modifying their weapons against certain types of armor (Soldier Armor, Infantry Regular, Elite). An example would include modifying/giving the Landsers a rifle that does much less damage against Soldier Armor in-comparison to Infantry Regular (this is how Relic balanced Volksgrenadiers, so that they were toe-to-toe against Riflemen, but horrible against the extremely expensive Infantry Sections).
chaosval3 wrote:No offense, but I really dislike it when people say that balance concerns of theirs consist of 'facts'.
Your telling me that I should not back up my balance claims with facts? So instead I should do so with opinions? So what I should just mindlessly state opinions like "I hate fighting against storm troopers, they are best infantry in game they need to be nerf-ed" (Not necessarily do I believe this blunt statement) without proving evidence or some shit like that. I would be happy to expand on what I say, knowing that they certainly are not quickly-imagined/thought-up opinions but instead or facts supported by evidence.
chaosval3 wrote:
PE and Brits have, in my opinion that I share with many players from the team and other teams, some really dull and lacking design decisions.
chaosval3 wrote:With that said about OF, the vanilla factions which have much more care and attention put into their design, are pretty similar to EF's really. Ostheer shares a ton of similarities with Americans and so do Soviets with Wehrmacht.
See how opinion negatively affects balance? Just because in your opinion you DISLIKE or HATE on some factions doesn't mean that they don't deserve fair balance. Notice that you seem to over-exaggerate on some of your claims.
chaosval3 wrote:
Instant suppression abilities even on retreat
There are no multiple ABILITIES for instant suppression even ON-RETREAT, it is only the Panzer Elite G43 Panzer Grenadiers with the G43 upgrade (50 munitions) and 20 munitions, in addition it has a long cool-down and does little damage. For it to be actually useful and on retreating squads, you require combined arms, OR strategy/skill (such as the usage of flanking Assault Grenadiers or AC's), to do decent damage in order to utterly annihilate the squad. Its not like you click the button and they are doomed.
chaosval3 wrote:
Instant suppression abilities even on retreat, instant crippling abilities, turtling playstyle, really weird cost-gameplay mechanics to some units, lack of snipers( which can be argued about from multiple perspectives), kettenpushing, near unbeatable lategame due to powerful and spammable tanks, group zeal, three times the same tank in a doctrine( lack of creativity) etc.. The list goes on and on and on. Some stuff could be tweaked statistically, but that will probably open up other gaps. (If you know about each one to what I am referring to, I will give you the biggest cookie known to mankind)
There are only 3 other instant crippling abilities, and it seems you also seem to overlook the extra steps into getting the most out of them OR the point where you ACTUALLY have access to them. Tread breaker is given to the extremley weak AT-halftrack to actually make it useful (The AT Half-track barely is able to destroy an M8 Skirted at range, and the shells hardly penetrate the armor of a M3-Stuart).
Officer artillery requires the following: LT, 150 munitions, 2 CPs, sight. Most of the time, this ability is only useful for stopping incoming blobs, and generally it won't do much other than force retreat/suppress/kill a few guys (it is only severely damaging when the person you are playing against is a newbie).
Churchills, like officer artillery, are doctrinal. In addition, they cost 600 manpower and generally they are very weak to infantry, especially late game. They are ONLY good early game as an emergency unit, however late-game Axis Tanks decimate it, even AT infantry, which is why they are given the suppression ability to make it less weak and more useful.
Kettenpushing is not something new, so that claim is void. This is available to all factions. Motorcycles, Jeeps, Brencarriers, tanks, light vehicles, etc. are able to perform this trick. The only exception is that they are able to decape, however it risks the kettens lives and will only be successfully pulled off by skilled CoH players (requires lots of micro to do so).
Turtling play style is only given to the Brits. In high level games, turtling is a joke for the British players. Most British players who turtle are inevitably doomed when playing high level games. At beginner levels, it may be different as many newbies believe that charging troops straight onto their defense will be the only solution. In order to win as Brits, people generally need to be more aggressive. Brit blobs are with vetted lieutenants are significantly stronger than a static defense Sim-city.
When you are referring to powerful spam-able tanks, than I assume you are referring to PE's panther battle-group. This ability is often overrated, especially to many Allied fan-boys. It is OPINION that you believe these 2 tanks are "unbeatable". They certainly are not. It takes significantly more resources to tech to Panther battle-group and another 1000 manpower and 24 population to activate the ability itself. In comparison, Allied units, for much less resources required, can counter the battle-group via AT infantry, AT guns, mines, and so forth. Meaning, if a PE player risked all for this one ability, but becomes become pop capped, this ability is no longer useful and will become a hindrance overall until it is able to be active. By no means is this ability spam-able unless one has floated significant amounts of manpower. For one reason, it requires 24 population each call in. Most likely if you are playing a 2v2/1v1 map, there won't be an extra pop cap for one to spam lots of panthers (unless you have taken the entire map in which you deserve a win anyways or you have an extreme shortage of infantry/vehicles).
Lack of creativity? That statement is very hypocritical. The abilities listed above may not have been mind-blowing in terms of creativity, but it was not repetitive compared to some other components in the EF. Snipers, MG Teams, Mortars crews, etc. are just a few that come to mind (These are all available to the Ostheer, Soviet Union, USA, Wehrmacht, and the Brits except for the sniper). After all, an ability to call in panthers instead of building one straight out from one of the base buildings is what makes it 'more creative' than the boring alternative. However, there are cases where lack of creativity is the necessity for balance reasons, so there are exceptions.
chaosval3 wrote:From my past experiences, Landsers vs Rifles is pretty much 50/50. It's a similar setup with Volks vs Rifles. Landsers win long range, rifles on medium and close range unupgraded etc... Also, going BARs versus Landser blobs is pretty amazing since you can almost instantly suppress them with suppressive fire. Really, Landsers might be slightly better in cqc on the long run with higher levels of vet, but BARs or even an Ami mg team can do wonders against OH.
I see you have missed the point again. Landsers cost 10 manpower LESS than Volksgrenadiers yet do a much better job against dealing with riflemen and being as a better infantry type overall. Instead of being better than similar unit that is 10 MP more expensive, it should be a little worse. Ofcourse Riflemen with BARs will be powerful regardless of which faction they are up against. Suppressive fire also works wonders as expected, however there are only few occasions where a player is justified to charge a stationary BAR rifleman squad. Knights Cross, Stormtroopers with MP44s, Volks, it doesn't matter which squad or what blob you use it against (Yes, even vet 3 KCH) suppressive fire is known for doing such thing. One simply does not blob Landsers, even with MP40s. You shouldn't have more than 3-4 squads in a game.
My personal favorite