SE "rework" revised

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Consti255
Posts: 1155
Joined: 06 Jan 2021, 16:12
Location: Germany

SE "rework" revised

Post by Consti255 »

My SE change suggestion but revised and more reasoning why something should change for SE in the infantry gameplay.
Sorry for a new topic but it was too much to just change on the older one.

i think in general the doctrine is fine but it could get some attention in some parts and changes core gameplay behind this doc to make up for the recent Infantry Vet-Changes.

State of SE:
In general, i think it is the doc with the most questionable CP unlocks in the whole mod. Also i think that SE should work like a little more agressive def doc with the focus of mines,Fire weapons and sneaky infantry supported by Beutepanzer and TDs. So the new SS-Pios would be fitting perfectly.

why the change?
The current Vet changes of Infantry where a HUGE hit in the face of SE. You only got access to B-Tier infantry which is not a bad thing in general, but you are left alone with them without any CP upgrade. So this means, you dont get any free vet for your infantry, no health increase, no loadout changes. So what this basicly means, is when you loose one group of your vet 1-2 assault grens, panzer grens or assault pioniers you can basicly abandon the infantry playstyle for that round since you never recover against vet 1,2,3 sections,rangers,Combat Engees,101st,82,SAS,Commandos, Royal sappers. If you keep producing infantry you are most likely going to bleed MP so much that you are loosing in the next 5.10 minutes. In general it is intended to loose vs C-tier infantry but you should go atleased head to head against B-tier but you simply cannot recover from that. You got other tools to deal with Infantry like arty, but this his behind a 4 CP wall for the Hotchkiss and sector arty is almost not affordable. So you are stuck with a 4CP arty piece which only fires 4 rockets in a already insane ammo hungry doc. So when you need to spend all ammo on arty, you cannot use anything with phosphor, infantry upgrades or mines. Which even make your infantry worse.
What comes even on top of that is that the SS-sqaud got recently nerfed by a fair ammount + is a B-Tier infantry aswell. So you cannot even rely on them aswell.

CP unlocks Changes:
First of all, it got no dedicated infantry unit which can be buffed by CP unlocks, every other doc has such.
I think the most fitting Unit which can take this spot are the assault pios/sabotage sqaud.
A CP upgrade fo those units could just be as the Royal Sappers or combat engeneers in terms of power.

Where to implement it?
The Right tree which goes down from Roadblocks --> Mines --> mortar Bunker is by far the most wired path in the game, it actually offers not much except AT mines for 2 CP which US can basicly buy.
Noone uses roadblocks, since they are so hard to place any good and also cost MP.
Just make Roadblocks available after doc picking and the AT mines after the first 1 CP unlock.

This both CP unlocks should go and could make space fore the new infantry focused unlocks.
Boobytraps get reduced to 1 CP cost (2 is just way to high for just boobytraps) but the ammo price gets increased to 20 ammo or even higher and the new 3 CP available go into the new unlocks presented.

ALSO. Since the new SS-turned into just assault grens on steriods, i think you can even remove the assault grens intirely from the SE doc and make the Assault/SS Pios more like your go to infantry since these changes might too strong for the doc overall.

1. one
Cost: 1 CP
Name: Mine training
Ability: Gives Stormpioniers, Sabotage squad and other vehicles the ability to lay down AT mines. And reduce the price of mines. AP mines cost drop from 15 - 10ammo and AT mines from 45- 35ammo per piece.


2. one
Cost 2 CP
Name: SS-School
Ability: Stormpioniers turn into SS-Pioniers get a free Vet 1 and their HP pool gets increased by 10-15. Also give SS-Pios the fire-up ability at vet 2 and the ability to get 1 or 2 Stgs. In general Assault pios also get a second ability page where they can throw
the flame bundle so you are not further limited to choose if you want to keep the normal bundle or the flame one and the other ability on that page is laying boobytraps. Their for the price of them could be increased by a little bit.


3. one
Mortar Bunker becomes a solo standing 3 CP unlock.

Why the mine changes?
For some reason Def doc already got cheaper mines but they dont need it as SE needs it. Since Def doc got plenty of TDs, emplacements etc, you dont spend ammo into Mines, but SE does.
Nerf Mencius

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