If their is indeed an increased snare range for Riflemen in the veterancy then please remove it because this doesn't seem intentional to me when even the newly upgraded veterancy guide doesn't mention it.
maybe you feeling the range increase (that has been there probably from day one) is somehow unintentional because it isn't mentioned in the veterancy guide just doesn't cut it as the sole reason to remove it. maybe, since there have been literally zero complaints about rifle snares being somehow op or game breaking and the range increase being further gated behind vet3, it could just stay as it is. just sayin'...
maybe you feeling the range increase (that has been there probably from day one) is somehow unintentional because it isn't mentioned in the veterancy guide just doesn't cut it as the sole reason to remove it. maybe, since there have been literally zero complaints about rifle snares being somehow op or game breaking and the range increase being further gated behind vet3, it could just stay as it is. just sayin'...
It's not OP or game-breaking but the balance team has made a lot of small changes like this to "normalize" units and abilities.
Best example is the Stuart's aim-time being buffed in this patch, no one asked for that either. It was in the game from day 1 of WFA release too but is getting "fixed" now.
Considering USF is already by many considered OP in 1v1 and 2v2 removing the Riflemen' snare increase with vet 3 would be a good idea IMO
Considering USF is already by many considered OP in 1v1 and 2v2 removing the Riflemen' snare increase with vet 3 would be a good idea IMO
Are you able to find singular post across this, official or steam forums complaining about rifles AT capability to support that claim?
Its here since forever and since forever it was never an issue to the point that you and many others weren't even aware of it for 5 fucking years, that's how much of a non issue it is.
Sometimes, complaining just for the sake of complaining isn't a good way to go, so leave that to snek.
Are you able to find singular post across this, official or steam forums complaining about rifles AT capability to support that claim?
Its here since forever and since forever it was never an issue to the point that you and many others weren't even aware of it for 5 fucking years, that's how much of a non issue it is.
Sometimes, complaining just for the sake of complaining isn't a good way to go, so leave that to snek.
Are you able to find singular post across this, official or steam forums complaining about rifles AT capability to support that claim?
Its here since forever and since forever it was never an issue to the point that you and many others weren't even aware of it for 5 fucking years, that's how much of a non issue it is.
Sometimes, complaining just for the sake of complaining isn't a good way to go, so leave that to snek.
Where are the posts demanding faster aim time on Stuart? Nowhere to be found.
Same goes for Riflemen snare range veterancy bonus.
I'm just going to crash in here with a completely new topic.
With regards to the debate and vote on balancing heavies. Is the biggest problem currently not the Tiger I from the new OKW doctrine?
At least in 1v1 it seems that 90-95% of players use this doctrine which is never a good sign. So perhaps in spite of all other changes being made, something should be done here to make this viable but not dominating. I'm leaning towards making the full tech requirement just like with a KT, but I'm open to have my mind changed.
if the tiger was in other OKW Doc's you'd have more docs being used, when playing OKW how could u not choose a doc that comes with a heavy tank at 9 CP. If the is2 was locked in 1 doc only, that doc would be the most popular too in 1v1 for soviets.
and regarding all this snare nonsense, yes blackdream may have made a mistake (although not entirely his fault due to the game bugged) but i do understand his point as why riflemen and pfussies get snare range increase, when it would make more sense for a unit like grenadiers or sappers to be getting it. Or instead no one should get snare range increase to standardise across all factions. Ther usually has to be a reason as to why, (for example is this squad suppose to specialise in AT?, thus have the snare range increase? or in the case of grenadiers and ost as a faction struggle vs LV's thus needing snares with larger range etc)
With regards to the debate and vote on balancing heavies. Is the biggest problem currently not the Tiger I from the new OKW doctrine?
At least in 1v1 it seems that 90-95% of players use this doctrine which is never a good sign. So perhaps in spite of all other changes being made, something should be done here to make this viable but not dominating. I'm leaning towards making the full tech requirement just like with a KT, but I'm open to have my mind changed.
I don't really see it as a problem with the Tiger or GO-commander; it's more of a combination of the current meta (60-TDs) and most of OKW's other commanders being pretty terrible in competitive play.
Deciding on which doc to go with should be a hard choice because each of them brings useful tools to the game; instead (a lot of the time) it's a hard choice because most of them are so mediocre. As a result, when a few are good (pre-nerf Luft/SpecOps, GO), they're used a lot. USF has the same problem, where Heavy Cav and Mechanized are used in about 80% of games (at least in WCS).
OST/Sov don't have this problem, and its mostly because of the "mistake" of flooding the game with so many similar doctrines.
Furthermore, what would actually be changed in the doc to make it less appealing when compared to other choices?
PF's are strong, but I wouldn't say they're OP (like Falls were). Nerfing PFs would also make other docs (Breakthrough) less useful.
Stuka Smoke is a fine ability; neither OP nor UP.
IR-STGs are an interesting side-grade for a non-doc unit, similar to M1919s for USF.
Panzer Commander is fairly underused, compared to an MG upgrade.
Tiger is a clone of the OST Tiger with the addition of the "command Tiger" ability added at vet 1 and 2. However, I don't see the "command" ability being the deciding factor; even if it was entirely removed, GO would still be used the vast majority of the time.
I'm just going to crash in here with a completely new topic.
With regards to the debate and vote on balancing heavies. Is the biggest problem currently not the Tiger I from the new OKW doctrine?
At least in 1v1 it seems that 90-95% of players use this doctrine which is never a good sign. So perhaps in spite of all other changes being made, something should be done here to make this viable but not dominating. I'm leaning towards making the full tech requirement just like with a KT, but I'm open to have my mind changed.
temporarily removes "burn the heavies" hat
It's a twofold issue.
The first is the Panther isn't a very effective heavy counter any more. It's about an even fight now.
The second is the CP9 timing means the Panther comes out at a similar timing. At CP13, you could often have two Panthers waiting to greet a heavy.
When faced with those two facts, why go for the Panther when the Tiger does the heavy-fighting job just as well and does the AI job way better?
when it would make more sense for a unit like grenadiers or sappers to be getting it. Or instead no one should get snare range increase to standardise across all factions. Ther usually has to be a reason as to why, (for example is this squad suppose to specialise in AT?, thus have the snare range increase? or in the case of grenadiers and ost as a faction struggle vs LV's thus needing snares with larger range etc)
Yes. Sappers should probably get an extended snare too considering you only have 1 or sometimes 2 of them on the field while other factions typically have 3-4 snares on the field when using normal builds. Grenadiers extended snare range is a no-brainer and fine because of lack of light vehicles and four-man squads.
So after playing a total of 15 automatch games over the last seven years you came to the conclusion that the Panzerfüssilier snare range is fine? OK. Very valuable opinion for sure.
Much more valuable opinion than yours which was flat out wrong, and disproved by facts... Again if your playercard is so impressive why didn't you know about a range bonus that has been in the game since the faction was launched?
Kind of remarkable that your response to people doing your work for you and actually checking the info is: "but your playercard suxxx so fuck your opinion..."
It's not OP or game-breaking but the balance team has made a lot of small changes like this to "normalize" units and abilities.
Best example is the Stuart's aim-time being buffed in this patch, no one asked for that either. It was in the game from day 1 of WFA release too but is getting "fixed" now.
Considering USF is already by many considered OP in 1v1 and 2v2 removing the Riflemen' snare increase with vet 3 would be a good idea IMO
Okay but that's not what the vet 3 range bonus is. The vet 3 range bonus is not some tuning change, it's a bonus that's been there since WFA launch and you just missed it.
And if you missed it after 5 years then maybe, just maybe, it doesn't need to be "tuned" out of the game
Considering USF is already by many considered OP in 1v1 and 2v2 removing the Riflemen' snare increase with vet 3 would be a good idea IMO
???
USF isn’t considered OP in 1v1, if anything Ost needs a buff and OKW a slight uptick, but usf is fine.
It’s also horrible logic to ask for a nerf on something that’s always been there because another aspect is overperforming. It’s like raising the Conscripts’ cost to 250mp because the IS2 is OP. It’s not a good way to balance things.
And like I’ve already said, USF non-M36 AT needs some help.
USF isn’t considered OP in 1v1, if anything Ost needs a buff and OKW a slight uptick, but usf is fine.
It’s also horrible logic to ask for a nerf on something that’s always been there because another aspect is overperforming. It’s like raising the Conscripts’ cost to 250mp because the IS2 is OP. It’s not a good way to balance things.
And like I’ve already said, USF non-M36 AT needs some help.
USF had the highest WR% and was most often used in WCS. It's also weird to say USF is fine and in the same sentence say Ost needs a buff and OKW a slight uptick. You have to choose one or the other. Just because Soviets are even more OP doesn't mean USF isn't OP.
It's not comparable to Conscripts at all either. As Alphrum has pointed out extra snare-range should be reserved for units that need it such as Grenadiers.
It's also weird to say USF is fine and in the same sentence say Ost needs a buff and OKW a slight uptick.
Not really. The power level of USF right now is fine, will Ost and OKW need adjustments. It’s thus fair to see that USF is not OP, but rather Ost is UP and OKW is slightly UP. This also explains the WC win rates.