State of Balance - August - ID
24 Aug 2014, 14:40 PM
#101
Posts: 2280 | Subs: 2
Permanently BannedAnything with an LMG is over-performing
24 Aug 2014, 14:51 PM
#102
Posts: 612
The only thing in his video that is on point is Ostheer need a tech cost decrease to make T4 viable.
24 Aug 2014, 14:52 PM
#103
Posts: 17914 | Subs: 8
Anything with an LMG is over-performing
Except partisans and irregulars.
Even that weapon isn't redeeming quality as they manage to suck with it
24 Aug 2014, 15:02 PM
#104
Posts: 1221 | Subs: 41
Except partisans and irregulars.
Even that weapon isn't redeeming quality as they manage to suck with it
Has more to do with the fact that their LMGs have hilariously bad stats, 5.2 dps for the lmg42 (grenadier one is 9.2) and 3.2 for the DP28 (6.4 for guards)
24 Aug 2014, 15:08 PM
#105
Posts: 1705
First of, 5x13 = 65. So it would be even less than 4 times as good IF shocks absorbed 1 in 2 bullets. You can't just say 0.13 = 0.1. It does not work that way. HOWEVER, Shocks only absorb 1 in 3 shots. And only of those with a penetration of 1. Shocks only have 1.5 armor. To absorb 1 in 2 shots, you need 2 armor. Chance to do damage on hit is Penetration/armor = 1/1.5 = 0.66. So in reality, Shocks armor modifier is only 2.5 times as good as panzergren accuracy bonus, and 100% worse against anything with more than 1.5 penetration.
This is useful,thank you.Statistically its half as bad as i thought.
24 Aug 2014, 16:34 PM
#106
Posts: 2070
would both you play a single game as germans before describing the balance of their units? better yet, play without upgrading lmg grens. unupgraded grens and pgrens only. i would be very eager to see a replay of that.
that is why i just said they are annoying
24 Aug 2014, 17:11 PM
#107
Posts: 976
Balance post should always be divide between small maps(1vs1, 2vs2) and large maps (3vs3 and 4vs4),
as the balance problems are not the same.
My post is about large maps : 3vs3 and 4vs4
One of the big disadvantage of OKW is greatly mitigated when playing with a 1 or more Ostheer teammates. So they are a lot less vulnerable in the match first phase.
When Axis is 2 OKW and + 2 Ostheer : they build fuel caches and they bring Stuka a lot faster. (8-12 mins) or sooner. ( for normally good players)
Getting at the Stuka is nearly impossible at that stage for Allies... mines, packs, shrecks and bunkers... With the stukas, they rip all the at-gun or emplacements easily.
But for the Allies what advantages do they get when they mix ? An all Russians team won't missed Americans very much... But an all Americans team will sorely missed the Russians.
What do the Allies have for recon that is as good as the infra red half-track ?
Something must be done to bring back the fun (balance) and more people playing as Allies in the 3v3 and 4v4 automatch.
Maybe the solution would be to disable or reduce resources sharing that come from caches ? Or to disable caches ? in those modes of play.
Thank you !!!!
Comments ?
as the balance problems are not the same.
My post is about large maps : 3vs3 and 4vs4
One of the big disadvantage of OKW is greatly mitigated when playing with a 1 or more Ostheer teammates. So they are a lot less vulnerable in the match first phase.
When Axis is 2 OKW and + 2 Ostheer : they build fuel caches and they bring Stuka a lot faster. (8-12 mins) or sooner. ( for normally good players)
Getting at the Stuka is nearly impossible at that stage for Allies... mines, packs, shrecks and bunkers... With the stukas, they rip all the at-gun or emplacements easily.
But for the Allies what advantages do they get when they mix ? An all Russians team won't missed Americans very much... But an all Americans team will sorely missed the Russians.
What do the Allies have for recon that is as good as the infra red half-track ?
Something must be done to bring back the fun (balance) and more people playing as Allies in the 3v3 and 4v4 automatch.
Maybe the solution would be to disable or reduce resources sharing that come from caches ? Or to disable caches ? in those modes of play.
Thank you !!!!
Comments ?
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