...2. Add an upgrade for the landsers giving them a single StG 44 or MKb 42...
Quote from: IoulianosApostates on November 26, 2014, 01:23:39 PM...2. Add an upgrade for the landsers giving them a single StG 44 or MKb 42...Adding or changing any kind of (unit-)upgrades in order to fix balance should be the last step, cause it changes game-(flow-)mechanisms too much! First way to adjust unit-performance is to try to regulate by costs, if that fails, unit-values have to be changed (damage-output, accuracy etc.). If all that fails, u can think about adding upgrades. IMO Ostheer-faction already has too many upgrades/unlocks...
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.
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.
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.
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.
3. This could perhaps be an idea for a doctrine, but otherwise, it's not going to happen.
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!