infantry balance
Posts: 31
2)conscripts are actually more efficient than ganadiers and volksgranadiers (who's cost should be brought back to 250) so cost and efficienty of the units should be reworked
3)pioneers actually are totally useless and also theyre flamethrower deals nothing damage against enemy infantry
4)fallschirmjäger should come with all 4 fg41 equipped like before and have squad size and life increased to match other faction paratroopers, else reduce theyre cost
5)mg's need a rebalance, especially the 34 that doesn't deal enough damage and suppression like others and the maxim needs a nerf because can be placed and shot dowm a mg42 that's already shooting at it
6)assault granadiers compared to shock troops are poorly underperforming and need a rework
7)sturmpioneers actually deal a good damage but are too easy to kill making them not enough cost efficient, for 300 they should have more life or cost less
8)stg44 upgrade on volksgranadiers doesn't make them as much efficient as americans infantry with bar so please balance them
9)allow the recketwefer to turn while camo is on
10)allow the lelg18 to retreat
11)allow okw to have the mg34 unlock at the beginning of the game like other faction
12)modify the british universal carriers and russian reconaissance vehicle because are too hard to kill in early game and give a easy win, the kubelwagen badly underperforms compared to them
13)ostheer squad heal should work like british one and be free, like they make the ability for 30 ammo and can use it freely
Posts: 2693 | Subs: 1
Posts: 1392
Posts: 40
Also, I think the author of this thread is just salty after losing a few games in a row.
Or it's just bait, idk
Posts: 1890 | Subs: 1
I never thought I would ever see the statement: "the maxim needs a nerf"
Also, I think the author of this thread is just salty after losing a few games in a row.
Or it's just bait, idk
Option 3 : L2P Issues
Posts: 3588 | Subs: 3
Option 3 : L2P Issues
Impossible, every noob who makes a balance complaint thread has already mastered the game entirely and isn't at Level 20 on the ladder simply because the game isn't balanced and he and only he suffers the most from it and his unusual skill isn't recognized.
This is 1 billion percent the way they think and will never admit it.
Posts: 40
Impossible, every noob who makes a balance complaint thread has already mastered the game entirely and isn't at Level 20 on the ladder simply because the game isn't balanced and he and only he suffers the most from it and his unusual skill isn't recognized.
This is 1 billion percent the way they think and will never admit it.
Don't forget that they never play the OP faction because it's too easy and they want a challenge and if they were to play the OP faction they would already be at the top, but they will not do it. Like, ever.
Posts: 8154 | Subs: 2
Maxim isn't bad, simply RNG.
Explain.
An RNG suppression MG is the Vickers. The maxim is consistent.
Posts: 88
Posts: 3588 | Subs: 3
Don't forget that they never play the OP faction because it's too easy and they want a challenge and if they were to play the OP faction they would already be at the top, but they will not do it. Like, ever.
And all the people who play the OP faction are all crybabies that have it so much better yet constantly want more buffs despite their faction being extremely better already, which plays into the victim mentality of the first player.
Posts: 1392
Explain.
An RNG suppression MG is the Vickers. The maxim is consistent.
I think it is THE MG where placing matters most. And with 6 men it can be a. fuk OR b. unkill-able with merge. Then the suppression isn't that relevant, because then its mechanic of nearlly igonre incomming suppression becomes extreme.
Edit: you can say that isn't RNG, maybe true. But in some situation randome placing can bring the win by holding caps.
Posts: 8154 | Subs: 2
I think it is THE MG where placing matters most. And with 6 men it can be a. fuk OR b. unkill-able with merge. Then the suppression isn't that relevant, because then its mechanic of nearlly igonre incomming suppression becomes extreme.
But that's not RNG.
RNG is having your MG kill a model, having to re-aim and wasting valuable time. Or shooting 1 burst and reloading.
Maxim is consistently bad for cost and only carried by the fact that OKW still exist so we are still worried by Maxim spam.
Merge been an issue is like complaining that T2 support heavy with HT and constantly reinforcing is an issue. You are just trading the reinforce time and back to base from the maxim with another conscript squad.
If you are trying to fight MG vs MG on a 1v1 case, then you are doing it wrong. AGAIN. There's nothing RNG in those.
Posts: 1392
But that's not RNG.
RNG is having your MG kill a model, having to re-aim and wasting valuable time. Or shooting 1 burst and reloading.
Maxim is consistently bad for cost and only carried by the fact that OKW still exist so we are still worried by Maxim spam.
Merge been an issue is like complaining that T2 support heavy with HT and constantly reinforcing is an issue. You are just trading the reinforce time and back to base from the maxim with another conscript squad.
If you are trying to fight MG vs MG on a 1v1 case, then you are doing it wrong. AGAIN. There's nothing RNG in those.
Isn't british placing also RNG? a. it works and is OP or b. the hole path-finding sucks.
Same for Maxim, a, it gets killed by two mortar hits or can take minutes of direct fire. All by the fact of random placing mechanics or bug-using. Same for the loop-of-death fix ingame, that the crew is target instead of gunner first, in many situations that reduces potential of killing it, making it more resistant than other HMGs (ok, they doesn't have loop-of-death) beeing also RNG.
Maxim is the RNG king, of beeing OP while beeing shit.
Posts: 978
Posts: 1392
The Allied infantry advantage would not be a problem if Axis actually got their tank advantage. But that's somehow not wanted despite being their historic flavour and intended design.
Most tanks are good balanced at the moment. Even the tank-hunter situations is kind of ok in 1vs1 and 2vs2. But for Soviets it would be time to reduce support-weapons crew sice to 5 instead of 6.
Posts: 5279
Posts: 17914 | Subs: 8
Just reading the OP and nothing else, you only play axis yes? Guessing you've played tops 10games of the other 3 factions?
Pretty much this.
Comparison of expensive 2CP unit to cheap 0CP unit and wondering why the latter is weaker also screams telephone number rank tier.
Posts: 1392
Just reading the OP and nothing else, you only play axis yes? Guessing you've played tops 10games of the other 3 factions?
Calling something overpowerd doesn't mean that it is full broken, or game-destroying. But that there are mechanics which arn't balanced in every direction, if compared. We can also call it problematic or simply not good.
The blue-print should be looked last, first mechanics should be fair. And Maxim is a special candidate, because it has multible problems and has to be fixed different, which produces new problems.
Posts: 1289
Most tanks are good balanced at the moment. Even the tank-hunter situations is kind of ok in 1vs1 and 2vs2. But for Soviets it would be time to reduce support-weapons crew sice to 5 instead of 6.
why is it time for the soviets to go to 5 men crews? its a faction trait. i am really curious why you think this.
my reason for its fine as is except the maxim price (it underpreforms for cost imo) wich needs to go down to 240mp.
the preformance of the stock weapon teams is adjusted accordingly. in terms of doing the dps/supression/barraging or its primary job soviet stock team weapons are mostly worse because of the hp advantidge.
maxim handsdown is the least effective mg period. 6 men is needed because of a certain unfixable loop.
the mortar has the slowest barrages and rof. the vet 0 flare is nice but expensive.
the zis has les pen and less rof then a pak 40 while facing tanks more often with lots of hp and armour and dps over the soviets tanks.
soviets also lack stock ai upgrades and nades unlike all other factions.
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