Just checking out mechanized infantry for a change in my latest game.
In comparison other build times are....
Lvl 3 airport......builds lvl 5 interceptor in 18 hrs, lvl 4 tac in 10.5 hrs and lvl 4 navy bomber in 7.5 hrs.
Lvl 3 tank plant....42% moral, 68% build reduction time can still build lvl 4 armor car in 15 hrs.
But to build a lvl 3 mechanized infantry with a level 3 barracks takes 22 hours!
Maybe this is similar in other units like medium tanks. Don't have motorized infantry leveled up but I'm thinking I could build a lvl 5 faster then this lvl 3.
Expensive unit.
edit...I guess it's just an upper tier unit like the commando unit, and others but without stealth detection and not liking to slow down my armor cars with it, I just don't see it in my arsenal in the future.
10 Replies
5 Feb 2022, 00:21
Mech infantry is very versatile and have good stats even. You pay for that.
But yes, they do seem to be somewhat overpriced in production time. There are many faster and cheaper alternatives in any situation I can think of. I have yet to encounter a situation where the mech inf would have the advantage over other units.
The best purpose I can think of, is the 'lazy'/busy players solution: go with mech and medium/heavy tanks, Then give them 24 hour orders. Since they have mirrored stats on offense and defense, you don't have to worry so much about the kind of situation that army is going to run into.
But someone might provide a better example here?
6 Feb 2022, 21:30
NoobNoobTrain wrote:
Mech infantry is very versatile and have good stats even. You pay for that.
But yes, they do seem to be somewhat overpriced in production time. There are many faster and cheaper alternatives in any situation I can think of. I have yet to encounter a situation where the mech inf would have the advantage over other units.
The best purpose I can think of, is the 'lazy'/busy players solution: go with mech and medium/heavy tanks, Then give them 24 hour orders. Since they have mirrored stats on offense and defense, you don't have to worry so much about the kind of situation that army is going to run into.
But someone might provide a better example here?
commandos better than mech infantry for 24 hour attacks
8 Feb 2022, 17:55
When it comes to raw stats and cost efficiency then mechanized Infantry is one of the strongest units in the game, as it has good stats in both offense and defence. If you added up the off/def stats of units and divided them by 2, then Mech Inf would be near the top in the list. As was said before, it is a unit which does not excel in a particular thing but with which you dont have to worry about attacking or defending positions. And when you catch an enemy on a lane you are usually at an advantage since you can use both your attacking and defending stats. But since they are so versatile they are also harder to produce.
9 Feb 2022, 06:04
Undaunted wrote:
NoobNoobTrain wrote:
Mech infantry is very versatile and have good stats even. You pay for that.
But yes, they do seem to be somewhat overpriced in production time. There are many faster and cheaper alternatives in any situation I can think of. I have yet to encounter a situation where the mech inf would have the advantage over other units.
The best purpose I can think of, is the 'lazy'/busy players solution: go with mech and medium/heavy tanks, Then give them 24 hour orders. Since they have mirrored stats on offense and defense, you don't have to worry so much about the kind of situation that army is going to run into.
But someone might provide a better example here?
commandos better than mech infantry for 24 hour attacks
Not really.
They are good for plowing through lots of token, passive defense. But if the enemy has ranged weapons with scouting units (also thinking of airforce here), your expensive commando is toast. The same is the case if the enemy counterattacks.
9 Feb 2022, 21:18
freezy wrote:
When it comes to raw stats and cost efficiency then mechanized Infantry is one of the strongest units in the game, as it has good stats in both offense and defence. If you added up the off/def stats of units and divided them by 2, then Mech Inf would be near the top in the list. As was said before, it is a unit which does not excel in a particular thing but with which you dont have to worry about attacking or defending positions. And when you catch an enemy on a lane you are usually at an advantage since you can use both your attacking and defending stats. But since they are so versatile they are also harder to produce.
I understand your design idea with this.
However, I never use mechs myself and I very rarely see any other players use it. I know you guys run the stats on unit builds, so I suppose you already know that mechs are underutilised - no matter if they are theoreticaly balanced. Something should be done - sort of like you did with the strategic bombers.
So how about adding some ways to increase their use without buffing their combat stats?
For example you could add an 'abandon vehicle' similar to the paratroopers. Abandon vehicle could be useful if your mechs reach rough terrain where leg infantry fight better. Abandon vehicle could also be associated with a negative resource cost, perhaps?
Another option would be to allow mechs to tow support weapons like AA and AT (buff their speed) - if that is technicly possible.
10 Feb 2022, 10:02
This would require new features to be implemented, that probably won't be done for such a low prio issue. But we can look into buffing the unit a bit more in coming updates.
11 Feb 2022, 01:53
The thing with mechanized infantry for me is that while every other unit transitions smoothly from early game to the late game with the upgrades, the mech infantry starts it's research in mid game, and there is no time to upgrade it while your research slots are taken by higher level units
While other units that are obtained in the mid game are the counter to one particular unit/playstyle and there is an incentive to stop maxing out your main units to get the counter, the mechanized infantry does not provide counter to anything, therefore it's not worth to delay maxing your other units
If there were either less levels of the mech infantry, research time was lower or production cost was lower it might be considered by more players.
11 Feb 2022, 09:19 (edited)
ender611 wrote:
Lvl 3 airport......builds lvl 5 interceptor in 18 hrs, lvl 4 tac in 10.5 hrs and lvl 4 navy bomber in 7.5 hrs.
Lvl 3 tank plant....42% moral, 68% build reduction time can still build lvl 4 armor car in 15 hrs.
But to build a lvl 3 mechanized infantry with a level 3 barracks takes 22 hours!
Maybe this is similar in other units like medium tanks. Don't have motorized infantry leveled up but I'm thinking I could build a lvl 5 faster then this lvl 3.
Epic failed understanding of gamemechanics...
Level 3 mech. infantry is same battle ranking as level 6 airsuperioty fighter or level 6 infantry.
Try to recruit lvl 6 inf. or lvl 6 ASF on lvl 3 building. Good luck...
That is the hugest advantage of "understimated" high battle ranking underlevelunits. (Mech.Inf, RRG, heavy tanks. and rocket artilleries. or even medium understimated medium underleveled motoinf., med. tank, SPA, SPAA, SPAT, attack boomer lvl 2+, or even militia lvl3+). This units have higher battle ranking then level they do, some of them by lvl+1, other even by lvl+3.
Why did not you wonder, that heavy tank level 1 has even longer recruiting time? Wich differences have you seen between heavy tank and mech.inf.?
P.S. lvl 3 mech.inf. has same battle ranking as lvl 5 motoinf.
11 Feb 2022, 16:33
freezy wrote:
This would require new features to be implemented, that probably won't be done for such a low prio issue. But we can look into buffing the unit a bit more in coming updates.
In that case I would suggest increasing the AA stat. This would allow the mechs to 'semi-double' as a mobile AA. I.e. an incentive to use mechs instead of researching SPAA.
I don't think it would be much use to increase hard attack as there are already several mobile units that excel in it.
The same is true for soft attack.
As far as HP goes, mechs aready have quite good stats. Buffing it could possibly unbalance the option to counter the larger stacks.
16 Feb 2022, 18:14 (edited)
I concede that the cost/time of mechanized infantry is not far off mark. Playing an Allies Doctrine country where mechanized is favored heavily over motorized infantry I thought I'd try it, but for me, and my style of play, even with Allied, I will stick with the motorized.
It's not all about battle ranking. 90% of the battles are me attacking and the defender not counter attacking so the offensive side is the bigger factor. And the advantage of speed and being able to reveal stealth units is huge.
So with Allied doctrine I would have preferred 3 level 5 motorized infantry over 2 level 4 mechanized infantry. Mechanized may be great for being a side kick to a medium tank but wouldn't be as involved. Facing a country that has level 2 anti tanks all over the place I dare not send my lvl 1 mechanized infantry out taking territory since they are at risk of loosing 25% of their health in one encounter and I like to make level 1s and upgrade after a few levels of research.
So in the end for 3 lvl 5 motorized compared to 2 lvl 4 mechanized it would cost 2760 more food, 1710 more goods, 2140 more manpower and an extra $670. And I would save 1560 metal ( which really is my most needed resource at this time ).
Total Hitpoints about the same, total defense about the same ( though mech is armored ), but the offense is 50% more.
And 3 motorized running around at 20% more speed are far more useful to me.
If I were playing as a Axis country mechanized would never be used.
Increasing air defense might be a good tweak but unless the mechanized are given the ability to detect stealth units I don't see them in my future armies.