The idea is to create a teching barrier between mediums and heavies. The problem is Soviet's tech is structured differently and it's a much smaller gap.
I can't really see what else they can do apart from making the KV-2 the rush-heavy and putting the IS-2 at CP14 with the Elefant and Jagdtiger. Crank up the cost of the heavies themselves, perhaps?
Simply add a seperate tech for Super heavy tanks (maybe all doctrinal vehicles)
The fact that these tech barriers vary so much just means using tech requirements like "all tech buildings need to be built" impossible because some factions will get screwed over. I can't believe the balance team didn't think about this before they wrote this preview.
I'll take uneven barriers over no barriers at all. That way only one faction keeps heavy rushing instead of four.
Yeah your right, IS2 price can be adjusted I guess
Manpower that allow you to get 2 more units on the field for the same tech, I'll say yes it is a factor to take in account.
What are the MP numbers on full Soviet and full OKW tech? You speak about two extra units so please provide the numbers that state OKW tech is 700 MP cheaper than it's Soviet counterpart.
I'll take uneven barriers over no barriers at all. That way only one faction keeps heavy rushing instead of four.
So you are in favour of deliberately unbalancing the game? Before OKW and Soviets needed the same amount of fuel to rush out Tiger and IS2. At least in that sense there was balance.
We do not need requirements like full tech but 11 CP for heavies and adjusted AOE so they don't wipe as much and aren't as insanely OP overall.
hw about removing the full tech and just increase CP ? they are back at the cp they were before and they came late already
IMO 11 CP + AOE nerf would be ideal.
Much better than this idea to deliberately unbalance the game by giving Soviets their heavy tank long before the other factions can get theirs. (Apart from Ost because apparently the Ost changes aren't in the preview mod yet)
The issue is forcing all tech structures would be fine for all factions except Soviets because they have a cheap T1/T2. They would have to force Soviets to pay for all sidetech including 7-man upgrade(which should go back to 25 fuel from 20) to equal the cost the other faction would pay to tech all structures for a heavy tank. Soviets simply have the most streamlined tech tree at the moment and that allows them to rush the IS-2 too quickly.
The issue is forcing all tech structures would be fine for all factions except Soviets because they have a cheap T1/T2. They would have to force Soviets to pay for all sidetech including 7-man upgrade(which should go back to 25 fuel from 20) to equal the cost the other faction would pay to tech all structures for a heavy tank. Soviets simply have the most streamlined tech tree at the moment and that allows them to rush the IS-2 too quickly.
And I suppose that also means couple of hundred of mp less for them too, right?
Because no other faction pays as much mp as soviets including tech and side costs together.
Any reason why? If they want to standardize the timings and cost, giving each faction a "T5" tech with unique costs to offset their other tech differences is pretty much the easier/best way to go about it.
Anyway, numbers. The idea, as Vipper suggested, is to add a "T5" to every faction, who's purpose is entirely to unlock heavy tanks. It would work much like an OST BP, in that you'd research it at your main building, and it would cost some amount of MP and Fuel. The goal of this "T5 Tech" to standardize the amount of MP and Fuel every faction has to spend to reach heavy tanks. As a result, our "T5 Tech" should cost:
OST: 265mp/35f
OKW: 0mp/0f (Free)
USF: 150mp/30f
Sov: 52.5mp/40f (let's call it 50mp)
Those numbers seem pretty fair to me, for a "heavy tank tech" unlock.
And I suppose that also means couple of hundred of mp less for them too, right?
Because no other faction pays as much mp as soviets including tech and side costs together.
No, I am just theory crafting how they could fix heavies, it would be difficult to lock them all behind all tech like the KT though. Cons are still going to be 17 mp while upgraded as well so I think Soviets typically don't bleed MP as hard as other factions. Just making all heavies 12 CP would be a good start though to delay them by at least a few minutes. Not sure why people take posts personally.
Any reason why? If they want to standardize the timings and cost, giving each faction a "T5" tech with unique costs to offset their other tech differences is pretty much the easier/best way to go about it.
So you are in favour of deliberately unbalancing the game? Before OKW and Soviets needed the same amount of fuel to rush out Tiger and IS2. At least in that sense there was balance.
We do not need requirements like full tech but 11 CP for heavies and adjusted AOE so they don't wipe as much and aren't as insanely OP overall.
I'm in favour of fewer heavies. Making the heavy rush not viable for three more factions is an improvement in my book.
yes It is, also you are over looking the fact the IS2 is crap, cant even go toe to toe with a panther, plus Its stuck behind crap commander choices.
If your IS2 is losing toe to toe against a Panther, there's not enough L2P juice left to save you. It's literally the second best heavy tank in the game atm, behind the OKW artillery Tiger (which almost everyone agrees to be ridiculous because of the artillery ability).
The IS2 currently has 375 armour to the Panther's 260, more health, and both have similar pen and RoF. At your level it's unlikely that your opponents are utilising the Panther's 50 range to kite you perfectly. While the Panther is a good soft-counter to the IS2, it can virtually never beat it 1 vs 1 unless there's a significant skill or luck disparity involved.
Shock Rifle and Armoured Assault are both excellent commanders chock-full of good abilities. But apparently anything Soviet in your hands becomes crap - it's never about your countless terrible misplays and non-stop mistakes throughout the game.