Scheiße... Who just krappt in my foxhool?!
By the way, I remember one of the devs saying they were going to remake the way Foxholes are implemented, AFAIR they were planning to make it more like an infantry equivalent of the british "Hull down". Can someone please tell us more about this? Is it still planned for the next version?
A few additional thoughts after playing some more:- The MG34 upgrade for the Kubelwagen is too expensive. I have to buy an upgrade from the T1 building just to actually be able to purchase the gun, and then I have to fork over a bunch of munitions to upgrade. Even then, the vehicle isn't terribly good.
- The Ostheer's two Sturmpioneer start with the extra initial manpower isn't well-balanced. It gives the Ostheer the best opening in the game, and by a pretty big margin. The two SP squads (360MP) can cap territory fast and, together, can easily beat the (450MP) British Recon Squad (currently the strongest starting unit) in a fight. At the very least, start the Ostheer off with just one Sturmpioneer squad. Giving the faction two reasonably strong combat units from the get-go is a bad idea.
- The PaK40 comes too late in the game right now. It requires the T3 building and then two further upgrades just to purchase. This gives the Ostheer really weak early-game AT (in contrast, the Wehr can deploy PaK38s at T2). At the very least, I'd switch the PaK40's position in the Ostheer tech-tree with the Marder II's - and even then I think the gun arrives rather late in the game.
Each tier contains three regular units and two pool units (one assault and one support pool). Both pool units serve the same purpose but work in a different way.tier 1: anti-cover/anti-building, assault pool - LeIG 18 (which works like a howitzer) and support pool - 81mm Mortar teamtier 2: suppression/anti-blob, assault pool - Bombardiers and support pool - hmg 34tier 3: specialized anti-tank, assault pool - Marder II, support pool - pak 40tier 4: specialized anti infantry, assault pool - Kugelblitz, support pool - Panzerwerfer (with fire ammunition by default)This way the Ostheer is played more streamlined and less complicated to tech and to play.
Three regular and two poolunits. Seems good but it seems to be alot of units. Twelve regular units + Sturmpios and doctrinal ones. Then again, the soviets have a high number of tanks. Will see how it goes.
Good piece of info though! Consider updating your frontpage with this and mention how much is left to do.
but OF factions are broken anyways.
Quotebut OF factions are broken anyways.They are - even the original two factions feature some dumb stuff. I wish so much that you guys would break the "we don't touch vanilla stuff" rule
Quote from: Carlos Danger on July 19, 2014, 08:11:03 AMQuotebut OF factions are broken anyways.They are - even the original two factions feature some dumb stuff. I wish so much that you guys would break the "we don't touch vanilla stuff" rule Hey, Carlos, pardon my asking, but what of the original factions would you call dumb? Not criticising you or anything, just asking for your opinion.For me the most dubious things would be Wehrmacht's veterancy (when every late game unit is a crack veteran => so no need for unit preservation and micromanagement) as well as some redundant units (Sherman Croc, Ostwind, flamer HT etc.)