German Tech and Building System

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Warhawks97
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Joined: 23 Nov 2014, 21:45
Location: Germany

German Tech and Building System

Post by Warhawks97 »

Over the past patches some units got moved arround in PE buildings, some buildings removed from certain docs and now there is a debate again about call ins and buildings and what unit to build where.

Simply put i will try to suggest a rework to german buildings and tec system


Lets start with PE:


1. Remove logistic company Upgrade
2. Once the Logistic company is up, Players can build the Tank Hunter and Tank support command for 220 MP and 40 fuel.
3. Add an upgrade in each of the Building for 120 MP and 75 fuel

Units available in the Panzerjäger Command before the upgrade:
- Marder III (320/35) and Geschützwagen (320/35).
- 75 mm Pak Halftrack
- In Luftwaffe doctrine Puma with 75 mm Pak (350/35)
- Nashorn (if it stays in any PE doc at all) (500/45)

Units available in the Panzerjäger Command after upgrade:
- Hetzer
-Jagdpanzer IV/48 and IV/70
-Jagdpanther
-Jagdtiger
- Elephant (when getting it)


Unlocks when the Panzerjäger Command is up:
- AT squad can buy a second Schreck for 75 ammo. (Is removed when TS unlocks second schreck via CP unlock)
- 37 mm HT and 37 mm AT gun receive the Rocket shot.
- 37 mm HT can hide.
- 37 mm HT and 28 mm AT car can now toggle between normal shooting and crit shooting. Crit shooting increases chances to detrack targets and higher pen but in return lower damage.

Units available in the Tank Support command before upgrade:
- Stug III
- Panzer III or Panzer IV E/F1 (Stubby)
- Panzer IV F2 (SE)
- Wespe
- Hotchkiss

Units available in the Tank support Command after upgrade:
- Panzer IV H/J
- Panthers
- Tigers
- King Tigers
- Hummel

Units removed from PE:
- 50 mm and 75 mm AT gun removed. PE will instead have access to various forms of mobile AT in light and heavy versions. The light versions can use various abilties to detrack bigger targets once the Jäger Command is build.
On top of that heavy mobile 75 mm AT guns are available quickly in the Jäger command. TS doc will be able to drop the Marder and Geschüzwagen cost via doctrinal unlocks even further.
- Luftwaffe can unlock 75 mm AT gun nest instead of unlocking SD2 (which will be available by default)






Wehrmacht:

1. Tank Factory renamed into Assault Armory.
2. Drop cost of Assault Armor to 240/40 (from 325/50)
3. Heavy Tank Factory renamed into Tak Factory.
4. Drop cost of the Tank Factory to 260 MP/50 fuel.
5. Tank Factory and Assault Armory now unlocked after second HQ upgrade (Assault Phase)
6. Increase cost of the second HQ upgrade (Assault phase) from 50/30 to 100/40.
7. Increase cost of the last HQ upgrade (Endsieg Phase) from 75/40 to 150/50.

Units available in the Assault Armory before last HQ upgrade (Endsieg Phase)
- Nebelwerfer
-Maultier
-Geschüzwagen
-Stug III
-Panzer IV E/F1
-Panzer III
-Pumas (Sdkfz 234)

Units available in the Assault Armory after last HQ upgrade (Endsieg Phase)
- Stug IV
- Wurfrahmen 40
- Stuh
- Nashorn (?)

Units available in the Tank factory before Endsieg Phase upgrade:
- Panzer IV F2
- Panzer IV H
- Möbelwagen

Units available in the Tank factory after Endsieg Phase upgrade:
- Tank IV J
- Panther D
- Tigers
- Ostwind
- Jagdpanzer IV/48
- Elephant (?)

Units available in the Tank factory after Endsieg Phase upgrade and after Tank depot upgrade:
- Panther A (G)
- King Tiger
- Jagdpanzer IV/A

Other changes:
-Tank IV H is available for 0 CP in BK doc
-Tank IV J is available for Bk doc after mass-production unlock, for Propaganda doc for 0 CP
-Stug III´s do not require CP
-Cost of 20 mm Puma dropped to 290 MP
-Cost of 50 mm Puma dropped to 340 MP.
-Maultier cost dropped to 380 MP and now would require CP unlock.



In both cases, PE and Wehrmacht, a lot of buildings only contain a tiny handfull of units and in def and Luft doctrine one building got entirely removed because it wasnt worth getting it.

Meanwhile axis, and in particular Wehrmacht, has a first power spike very early in the mid game right at the moment since their arty, stugs and tank IV´s and AA tanks and light vehicles and TD´s are all located in just two buildings. And those are up just at the time or even prior to the moment when US is still super vulnerable as it has either supply yard or tank depot up, but barely both.

Most famous example is BK doc. In HR games you can get the building in which you get heavy hitting arty right away. Just one tec upgrade later and you can build it and one building more and you get all the fancy stuff you need to win. Thats insane.

That way i try to stretch the units across more buildings and across the tec spectrum. The Heavy tank factory for Wehrmacht houses just two units. Either Panthers or Tigers. Thus axis can often play entirely without them unless they have to get in the late game. But often the mid game power spike already wins the matches.


as for PE the situation is quite the same. So much is locted in the logistic company but barely anything in the last two buildings. So few that devs evend decided to give up on the Jäger command for Luftwaffe doctrine.

I think having all heavy AT equipment in the Jäger command instead of having most of the stuff in the logistic company and that what remained in the moved to the support building is kinda weird and sad.

So in all seriousness, vcoh but also other mods have handled the situation much better.
Build more AA Walderschmidt

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