Fixes that MUST be implemented by next patch.
- This thread is locked
Posts: 342
Permanently BannedSoviets:
Balance:
ISU-152 - still needs a nerf in how effective its weapon is.... the previous AOE nerf in the last patch hasnt really effected this things ability to kill squads accurately at all... Either nerf its AI or its AT.... in a game like this no unit should hard counter everything like this unit does.
T34/85 - Double call in needs price putting to 800MP and 280fuel. and a slight hp decrease.
Maxim - needs a slightly slower setup time (so you can flank it) and needs to have a little less suppression as it is currently. This unit is still easily used as an LMG team.
Fixes: None
Wehrmacht:
Balance:
Pgrens - need their armor back. The recent 15% reduced chance of been hit was ok, but still didnt really change much. These units still underperform for their cost.
Sniper - needs 1.5 armor. now more than ever since USF infantry is way more accurate and usually has some sort of LMG.
P4 - needs a slight HP increase to match the T34/85. (especially when these units cost the same yet the T34/85 totally overpowers the P4).
S mines - Needs signposts removing. These are currently the only faction with useless AI mines unless the enemy player is blind.
HMG42 - Needs faster suppression.
FHT - needs moving back to T2 not T3. (yknow since the Americans can get fighting positions and quadcannon M5's at T2).
Fixes:
Rifle nade needs to be refunded ammo when not fired or cancled (like the molotov is) currently it costs you the ammo, costs you the cooldown and doesn't fire. Sometimes this happens without it even been canceled.
OKW:
Balance:
Kubel - Wagon needs either a price decrease to 180mp or a HP and armor increase. Currently this unit isnt useless.... however its a HUGE liability and usually dies before paying even half its cost back to light arms fire or a single bazooka shot. 240mp is just too much to lose in 1 shot or 1 burst of fire.
Volks Grenadiers - Need to be slightly better, suggested improvement would be an LMG upgrade for 60 ammo. OR give them the same MP40 upgrade from the first game.
Rakentenwerfer - too inaccurate.
Flackhalftrack - Needs a faster setup time (yknow since the USF one comes at the same time, doesn't have a setup time and can destroy the german flacktrack twice over in a duel). Thats not even including the germans flacktrack setup time.
Puma - too expensive for how effective it is.... currently the puma costs 70 fuel (that's 100 normal fuel since this is OKW) and it really just doesn't perform as a 100 fuel unit when you compare it to the versatility of the T34/76 and the Sherman. It works as a good sniper, but is too easily countered for its cost.
Jagdpanzer4 - This really needs replacing with an assault gun.... but as it stands, it needs an AP buff.... since it struggles to penetrate lots of front shots... when this units only dedicated task is killing tanks (and it is utterly useless vs anything else) then it should at least fulfill its roll effectively. Should just copy and paste the stats of the SU85 over.
Sturmofficer - needs vet ranks
Fixes:
Canceling construction of a fwd HQ - should refund the resources (it will still stall players teching by 3 mins) but i dont think they should be punished so heavily for having a building HQ destroyed before it is completed.
Raketenwerfer crew is prone to getting stuck on terrain.
Medium tank skins does not apply to the panther, (which is their med tank image) yet it does apply to the Sturmtiger (which is obviously a heavy tank).
United States Forces:
Balance:
Rear echalon suppress ability needs a price increase to 40 or a massive potency nerf. Currently this is a force retreat for only 20 ammo. Either factor its potency into its range (e.g close rank 100% effective, Med range 50% effective, long range 25% effective) or put it to 40 ammo to stop this dumb guaranteed map control unit.
Anti-air halftrack - Needs a dps reduction. This thing can blow up its OKW counterpart before it has even setup. It should be a close fight, not a total steamroll.
Officer squads - Should not come with heavy weapons... Not only does the USF get a free squad when teching (costing 200mp and 50/60/90 fuel) but they also get a free squad.... the captian arrives with 120ammo worth of bazookas and the LT arrives with a 60ammo BAR. This should not be the case... it carries the USF from a decent rifle spam (which i do think is balanced) to totally overwhelming the germans forces with heavy weapon teams just by teching... This forces the OKW to go Luftwaffer tactics nearly every game in 1v1's since they have no decent infantry capable of dealing with this heavy weapon armed horde of Americans until Obesoldarten. The MG36 and the Falshims are just too important as it stands.
Sherman 105 dozer... needs slightly weaker AT, something that can 1 shot squads so often shouldn't be so effective vs tanks.... thats what the M10 is for.
Fixes: None
Thanks for reading, feel free to comment constructively. I will add to these lists if anyone throws up any decent arguments about other changes.
Cheers.
And yes im well aware i typo'd the title of the topic lol...
Posts: 9
i hope relic dont look to much at all theses ridiculous balance posts ><
Posts: 1221 | Subs: 41
Posts: 2693 | Subs: 1
F'ng legit man, keep it up.
Posts: 34
Permanently Bannedyou want a nerf for us and soviets and a buff for wehrmacht and okw, let me guess, you only play germans?
i agree on few things here, but US and soviets need some things to stand up against okw and wehrmacht.
Soviets
-change the drop rate of guards weapons, almost in every high-loss engagement you loose 1-2 weapons, that sucks, ptrs shouldnt be dropable since they come in stock. change that or make PTRS an upgradeable option for 20 muni
-give the M3 back its old acceleration, impossible to micro it now, it was overnerfed
-increase t34/85 cost/cp and decrease hp, thats wrong and would render them useless
-isu changes are ok, needs less AI
-maxim is ok, maybe a little bit slower supression, but thats all
Wehrmacht
-Pgrens DO need a little bit more armour or a cost decrease, not both!
-agree on the sniper part
-p4 is okay
-s-mines are okay, if you want a AI mine that can block a whole retreat path it got to have signs
-agree on the hmg, should be same as maxim OR do more dmg
-Agree on FHT but make it cost 160 muni
OKW
- give sturmpios a small nerf on mid range, they slaughter trough cons , even with 2 squads atleast one has to retreat, thats BS
-agree on kubel part
-agree on volks
-racketenwerfer is ok for the price
-puma is fine, it is AT and needs to stay at range, if you want AI go for a flak HT, those are choices you have to make as OKW
-jagdpanzer is okay, just needs a little bit more vision or decrease its price by 15 fuel
-officer does need a rank
US:
-echelon troops are LOL remove the AOE of volley and the range or surpression. if it was like MG surpression and wouldnt ignore cover i'd be satisfied with the price
-AA HT DOES need a small nerf, shouldnt surpress while moving and should have the same DPS against light vehicles like its counterpart
-officer squads are totally fine the way they are, nerf them and US wont stand a chance on the field
-sherman dozer just needs less AOE,pen is fine
but overall i think its awesome, you should work for relic balance team. they do exactly the same, buff one thing and nerf its counters to death...
Posts: 3293
Posts: 503
Permanently BannedFlood? No chance.
Posts: 34
Permanently Bannedthere is no area of effect volley.
dont know how else i should call it, but echelons can surpress several squads, and thats wrong
Posts: 3552 | Subs: 2
Fixes that MUST be implemented by next patch.
Item 1:
Ban lolcake
Posts: 1384
currently the puma costs 70 fuel (that's 100 normal fuel since this is OKW)
Can we not do this? Thanks.
Posts: 578
Posts: 3293
dont know how else i should call it, but echelons can surpress several squads, and thats wrong
like the USA bars in vcoh they can if micro-ed suppress multiple squads if the ability is activated. so basically you supress 1 squad target the next squad and so forth. its not auto or blob suppression. (from the sounds of it you never have used the ability have you?)
RE:
Fixes that MUST be implemented by next patch.
Item 1:
Ban lolcake
+1 because why not!
can't decide whether to close thread, so much bias.
Posts: 240
Posts: 1468 | Subs: 4
Posts: 2819
Stopped reading.
(Though it should cost a little bit fuel imo.)
Posts: 41
Posts: 342
Permanently BannedPosts: 210
I feel like sov and ost are pritty balanced at the moment, instead of nerfing these faction, shouldnt the new factions be adjusted to be balance with the original faction. Just seems logical to me! i do think okw and usf need to be tweaked but the game only came out a week.
Posts: 342
Permanently BannedPosts: 1221 | Subs: 41
RE:
Fixes that MUST be implemented by next patch.
Item 1:
Ban lolcake
Do we really need to wait until next patch for this? THIS IS SO BROKEN IT HAS TO BE HOTFIXED.
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