(May Preview Mod) Penal Batalion
Posts: 1653
The last 2 weeks I've been playing the balance mod quite a lot. Atleast 90% of all the changes I do like and I'd like to see those implementated into the game.
In my opinion the Penal Batalion currently has way too much lethality and a way too high survivability. The survivability is not really that huge of a problem, but I noticed that mostly of the time in mid/far range I get wrecked by a penal batalion. It could be that I'm a bad player, but I've been into the top 100s with OKW and Ostheer, so I consider myself a decent player.
The last 2 weeks I've just seen penals (even without Ppsh and flamers) wrecking squads and squads on retreat.
Please do understand that I don't want to get them nerfed into oblivion that they are crap again, but nowadays I find it extremely hard to deal with them because of the high damage output. Trying to assault them with 2 volks and for the sturmpio into it's effective range ends up in losing multiple members mostly of the time.
Perhaps it's adapting or perhaps they're just a tad too strong.
Posts: 513
Posts: 17914 | Subs: 8
Whatever that doesn't use legs to move around is their hardcounter.
I'd say its the adapting as both, lights and suppression excels against them. After all, they are soviet, stock, long range and effective-a combo not seen after first 6 months post release, since first vet rework.
Regarding their survivability, its only as good as the cover they are behind, they get one of the lowest rec acc modifiers, they are soviet glass cannons.
The one thing they allow is to NOT use maxims as mandatory unit anymore.
Posts: 1930
on the other hand, they are just about the best anti-infantry squad in the game. Only the ober compare are as good at it. The unit force the okw and wehr to use support weapons or tank as the penal seems to dominate infantry combat.
Posts: 2396 | Subs: 1
Disclaimer: though I tested the balance preview patch I have to admit I didn't test an OH opening against penals. I wonder if my mind will change after that...
Posts: 578
I recommend this thread is ignored till it dies in obscurity.
Posts: 17914 | Subs: 8
In terms of meta game, the penal's complete lack of anti-vehicle make the build vulnerable to tanks and light tank.
on the other hand, they are just about the best anti-infantry squad in the game. Only the ober compare are as good at it. The unit force the okw and wehr to use support weapons or tank as the penal seems to dominate infantry combat.
Well, its most expensive early game infantry, coming from least flexible tier.
Rather obvious it will serve 250-240mp generalist inf good when it costs 300 itself and is AI specialist.
Inb4 someone rushes in here screaming sturmpios:
Posts: 677
Its one of the most expensive early game infantry units, its AI specialist unit, locked behind AI specialist tier with no AT.
Whatever that doesn't use legs to move around is their hardcounter.
I'd say its the adapting as both, lights and suppression excels against them. After all, they are soviet, stock, long range and effective-a combo not seen after first 6 months post release, since first vet rework.
Regarding their survivability, its only as good as the cover they are behind, they get one of the lowest rec acc modifiers, they are soviet glass cannons.
The one thing they allow is to NOT use maxims as mandatory unit anymore.
They are only expensive to buy. They can be reinforced with 20 MP via merge.
Going T1 does not mean that soviet are left with out AT option.
They are not a long infantry they are good at all ranges and and can fight effectively against axis infantry in any range.
Survivability does not have to do with target size (t.s.)/(received accuracy) alone. As a 6 man squad, they have more effective HP then most Axis infantry. Further more their vet 1 ability not only increase their DPS but also their t.s. When they are down to 2 members their target size is down 0.88 which is better than the t.s grenadier have and they can vet pretty fast with their high accuracy and high XP value of their targets.
Posts: 2693 | Subs: 1
A very transparent OP that tries to get a nerf to penals as soon as they started to get slightly stronger than before. OP is noticing the difference in penals, but simultaneously expects them to still be shit.
I recommend this thread is ignored till it dies in obscurity.
Because Relic has never overbuffed a unit before, right?
Posts: 578
Because Relic has never overbuffed a unit before, right?
They removed the close-combat package from penals already. It is now no longer overbuffed.
Posts: 1108
They are much stronger now. Most of the time I underestimate them, but they seems fine to me. I need to play some more games
Posts: 1653
A very transparent OP that tries to get a nerf to penals as soon as they started to get slightly stronger than before. OP is noticing the difference in penals, but simultaneously expects them to still be shit.
I recommend this thread is ignored till it dies in obscurity.
Perhaps you have to check out your ticktack yourself (or if you don't understand, your heart).
I firstly openly admit that it could be that I'm a bad player or that I've to adapt. 2nd point I stated is that I don't want them to be nerfed to the ground. Perhaps you should read something correctly before making such a stupid reply.
As you state that they're slightly stronger, I disagree with you. As fact I'll put up the stats stated out of the preview mod changelog
SVT accuracy to .7/.65/.45
• SVT damage from 8 to 10.
• Cooldowns and aim-times adjusted.
• Squad cost increased to 300 manpower from 270 manpower.
• Reinforce time from 4.5 to 5.4. Build time from 27 to 32 seconds.
• "Tripwire Flare" changed to "To The Last Man!" This ability is a passive that increases the power of the squad as they lose members. Modifiers are +4% accuracy, -2% weapon cooldown and -3% received accuracy per member lost.
I removed the Ppsh package stuff out of it. Correct me (someone who can correctly read a post)if these points has been adjusted.
The buffs it got are significaly. They're still overbuffed, but not as much as they were with the Ppsh.
Posts: 677
They removed the close-combat package from penals already. It is now no longer overbuffed.
Actually reverting the PPsh package is another buff...
Posts: 578
They buffed penals to make them more useful, this requires SOME kind of improvement.
As Katitof already said, "its most expensive early game infantry, coming from least flexible tier. Rather obvious it will serve 250-240mp generalist inf good when it costs 300 itself and is AI specialist"
Your analysis completely ignores other units like cons and combat engineers which have not been buffed at all. This is because SU needs a unit to take the 'frontline infantry' role, this is the penal squad. I.e. you're looking at penals in isolation and trying to claim that they alone are OP, but maybe you were being hit by a mortar or maxin or a mine while the penal was attacking? How do we know you're being completely transparent in your post?
P.S. plenty of units can wreck squads on retreat: these incl sturms, 222, T70, obers, storms, commandos, rifleman BARs, snipers, assault grens, 42 grens...
You need to incorporate those units into ANY argument you make about units being killed on retreat.
Posts: 1593 | Subs: 1
As Katitof already said, "
The moment i knew i dont need to bother to read that Wall of text
Posts: 1653
The moment i knew i dont need to bother to read that Wall of text
+2000
Posts: 17914 | Subs: 8
The moment i knew i dont need to bother to read that Wall of text
I like your way of addressing arguments
Lolcake and aaa would appreciate
Posts: 578
Posts: 1487
A very transparent OP that tries to get a nerf to penals as soon as they started to get slightly stronger than before. OP is noticing the difference in penals, but simultaneously expects them to still be shit.
I recommend this thread is ignored till it dies in obscurity.
+1 op isnt even playing the game enoughh to get 1v1 rank rofl. but he is surely balance specialist
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