i don't understand how you can have fun in teamgames
its simple -> find friends
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i don't understand how you can have fun in teamgames
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- Assault (commando doc) CP requirement from 4 to 6 (obvious reasons)
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And a question you want to move "assault" at 6 but you are ok with "Advance cover Combat" at 2?
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And a question you want to move "assault" at 6 but you are ok with "Advance cover Combat" at 2?
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I still think it should be replace scott at T4.
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Doesnt this ability only buff reload speed and cooldown? It is literally pointless as both stats have minimal impact on unit dps IIRC
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Doesnt this ability only buff reload speed and cooldown? It is literally pointless as both stats have minimal impact on unit dps IIRC
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95+% of the community play teamgames over 1v1 so yeah that must be a crazy mystery
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Assault from Commando regiment? Didn’t they buff the accuracy bonus it gives in the last patch?
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you have like 900 wins vs 20 losses in teamgames. rushing over random teams must e boring af
Posts: 1954
First of all I just wanna say -as an absolute teamgame main- that I think that the teamgame balance is imho in a very good spot, but I wanna try to collect my most annoying remaining "issues" off the cuff. Feel free to comment on it however you want, even if you think some of it is bullshit.
And ofc Im aware that this is only a wishlist in the end and most of it will most likely never get implemented, either because Im wrong and its not an issue or because there wont be another balance update ever.
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At this stage I'd only suggest minor changes.
My personal favourite:
Add popcap to bunkers when upgraded with the MG.
In 1v1 bunkers are not a great issue.
However, in team games they pop up everywhere and allow a player to keep expanding their field presence without reducing mp income or using popcap.
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Posts: 359
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Forgot to add.
I want to see Fallschrimjaeger's more vulnerable. They wipe far too quickly especially in groups.
My dream change to it is to change it to 6 models, give each model +33% more received accuracy, reduce vet 2 received accuracy from -29% to -14%, reduce FG42 damage by -10%. Should make up for it with the 2 Kar98ks the 2 new models get.
Reinforce cost stays the same so Fallschrimjaegers bleed a little more MP. With regards to how much damage it can do to its enemies, they bleed the enemies MP far more than they bleed the player controlling them in infantry v infantry combat.
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....
The land mattress moves too slow and has the target size (20) of a medium tank...
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Posts: 498
- Lower the splash damage of plane crashes to below 80 so it cant wipe fullhealth squads
- big rear armor nerf for ISU152. Small scatter nerf for HE rounds.
- recon removed from soviet mark target (plane sight range to 0).
- any sort of healing for un-upgraded M5 halftrack
- spotting scopes removed from the elefant (not from the whole doctrine).
- stuka dive bomb no longer neutralizes a Victory Point (obvious reasons).
- Mortar Pit cost from 350 to 250, now spawns with 1 mortar. Second mortar upgrade costs 100mp and
takes 15sec to upgrade (wouldnt mind then if the section buffs get reverted ).
- land mattress reinforce cost from 45 to 22. (De-)Setup time buffed. These last 2 points are to
address the brits' atrocious indirect fire situation in teamgames
- british HQ artillery flare changed to the 3 standard red flares that we know from other
abilities. The current flare constantly bugs out so the enemy cant see it.
- green flares added to the royal arty recon flares so the enemy can notice it more easily.
- Perimeter overwatch duration from 180 seconds to 60 seconds, cost from 225 to 100
- Assault (commando doc) CP requirement from 4 to 6 (obvious reasons)
- Stuka zu Fuss rework: default barrage now randomly scatters like the incendiary barrage. Onehit kill radius slightly nerfed but AoE suppression added to the rockets. This would give OKW a very important tool against blobbing or spamming which atm they have absolutely no great tools against (hands down the biggest problem of OKW imo), while also adjusting the stuka's cheesy wipe capability against slower-to-react teamweapons which can be too oppressive considering the stuka's early possible timing. Vet 4 incendiary barrage moved to vet 1 but flame DOT greatly reduced, scatter reduced and cost from 100 to 50… to give okw a nondoc tool to deal with garrisons, structures and soviet fhq more easily. Veterancy 1 cooldown bonus added to vet 2. The live version vet 0 stuka barrage gets moved to vet 4. free ability. All 3 barrages share the same cooldown ofc
- spec ops recon flares now drop 3 green flares in the area so the enemy can notice it more easily.
- Fusilier G43 now requires both weapon slots (for balance and it also fixes the "bug" where a schreck squad that dropped 1 schreck, can upgrade to G43)
- IR HT population requirement lowered
- Pakhowitzer damage nerfed but cost also reduced. OR remove its autofire but change nothing else.
- M8 scott auto-fire AoE damage nerfed (barrage unchanged)
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