What Exactly is Unbalanced?
Posts: 116
I know the Clown car and sniper thing, but that's not a balance issue that's just a cheap trick that should be stopped. So what is unbalanced?
And don't say German tanks as the Russians have tanks that can deal with them (Tank Destroyer) plus Guard Infantry, dunno about the Tiger though never fought one.
Posts: 85
-T70, need a nerf or a more expensive price
-Stug, need a personality, too weak for his price
-SU85, must be a bit more expensive in fuel
-Strafe, too long with a too great range
-Opel Blitz truck, need a limit
-Pak, need more penetration power
-Brummbar, useless and too much expensive
Posts: 480
Scout Car + Flamer is way too good at killing on retreat and probably a bit too survivable.
T-70 same problem, especially given the current state of PAK accuracy + survivability, though it needs to stay pretty effective . I think the fix is probably to make it extremely inaccurate when moving (like the PUMA was) so it does less retreat sniping and has to present a target to do damage.
SU-85... speed for reversing and LOS paradoxically makes infantry counters kind of useless against it. Sure shreks are fairly good against it but it'll usually be able to just backpedal and take down the squad. As AT I'm kind of fine with it atm.
Maxim - is very wrong, needs reworking.
Strafing Run is just silly. Needs more cost, shorter duration, less range, longer cooldown.
Posts: 1838 | Subs: 17
-Hit the dirt is way too strong currently.
-Russian at grenades with incredibly long range. Players should be rewarded for mircoing vehicle out of harms way
-German Rifle grenade needs to stop using munitions even if you cancel the action.
-Tiger Tank needs to cost less and pay for itself. It's incredibly uselss at the moment for it's price.
-German sniper needs another ability or a buff as it is very useless at the moment.
Posts: 470 | Subs: 1
I agree with everyone's statements about the balance so far. Other things that need to get fixed are:
-Hit the dirt is way too strong currently.
-Russian at grenades with incredibly long range. Players should be rewarded for mircoing vehicle out of harms way
-German Rifle grenade needs to stop using munitions even if you cancel the action.
-Tiger Tank needs to cost less and pay for itself. It's incredibly uselss at the moment for it's price.
-German sniper needs another ability or a buff as it is very useless at the moment.
Think the same^^
Posts: 2807 | Subs: 6
Posts: 47
Hope they can start balancing a little at the time
However my personal feelings is make mg + mortar + atguns 3 man for both teams is a start (must be easiest way to balance support units)
ATguns must get more penetration power +++ (be feared like in coh1 again !)
Posts: 2807 | Subs: 6
Posts: 480
I just want it to be better at killing T-70s and take longer to be decrewed.
Posts: 116
-Russian at grenades with incredibly long range. Players should be rewarded for mircoing vehicle out of harms way
I read on a forum AT grenades and Panzerfausts were the same range?
Posts: 76
Posts: 391
I read on a forum AT grenades and Panzerfausts were the same range?
I think the problem lies in that if you were close when the animation starts, and then you drive out of the way to put distance between you, the grenade will cover that distance, even if the vehicle is now further away than the range of the 'nade. If you follow.
Posts: 12
-Rifle Grenade Projectile Speed: I believe in order to counteract the devastating effects of Molotov impact criticals Grenadier RGs need to have their projectile speed increased or as mentioned previously reduce munitions cost.
-Molotov Burn Time: Needs to be reduced slightly. Petrol bombs should do not last this long normally.
-German Sniper HP: In order to keep the single unit on par with its duo counterpart I think a small HP increase should be looked at.
These are the main points I see at the moment. There are others but I'm trying to weigh the pros and cons of every decision as not to be biased or break something else.
Posts: 14
T34's need improving in some way, at the moment they are useless.
T34 being useless is quite untrue considering it counters the most expensive tanks in the game. It might be more accurate to say it's not good enough at actually fighting.
I know the Clown car and sniper thing, but that's not a balance issue that's just a cheap trick that should be stopped. So what is unbalanced?what?
Posts: 40
I played both germans and russians and I noticed some unbalances:
1) STUG III needs to be more effective. Make it more expensive, but give it something like good range, good damage, or an usefull ability.
2) The SU-85 must absolutely cost more. It costs like a Panzer IV but a pair of those beasts are uncounterable if well supported with infantry.
3) The russian Maxim/Mortar/Cannon should have 3 men like the germans.
4) Clown cars must explode with a single panzerfaust shot. Sometimes I hit those with 2 shots and they still alive... result: my 2 granadier squads are retreating or completely dead.
5) If russians have the 120mm mortar, give the germans something like it. I will gladly renounce to the Panzershreks for a doctrine wich give me a 120mm mortar instead of them.
6) T34 is good enough in my opinion, but mabye it should have a better frontal armor. A Panzer IV wins in a 1v1 against a T34 and this seems a little bit strange to me.
7) Give granadiers a granade wich deals more damage to enemies in buildings. In city map the russians have a great advantage with their molotovs.
Posts: 27
Posts: 3
- Clown cars!!! Nerfed in armor or on is cost
- Halftrack Flamethrowers cost needs to be increased in munitions
- Panzerfaust range > AT granades
Posts: 40
well if a clowncar dies to a single panzerfaust shoot it would be totally useless...why the fack would u go for it then
Well... why should I produce the german scout-car? It doesn't explode with a single AT russian granade, but after that it will be easily destroyed by rifle shots.
A clown car hitten by a Panzerfaust is still ****ing deadly for the troops nearby.
At least give the german Halftrak the same ability: to put on it soldiers who can use their weapons.
Posts: 47
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