As most people know, currently balance is pretty roughed up at the moment, the stats confirm that but of course you don't need stats to find this out. Here's a list of suggestions that will be expanded and changed as the thread gains replies.
OKW:
USF:
UKF:
OST
SOV
How to respond to this post in the best manner:
Quote a section of my post, put each faction in it's own spoilers. Then state your opinions and suggestions in BOLD.
Suggestion collection to solve the current balance issues
5 Jul 2016, 15:13 PM
#1
Posts: 500
5 Jul 2016, 15:24 PM
#2
Posts: 794
- OKW Obers arrive too late, both the PIV and PV are overpriced, Medics should be free
- USF Perfectly balanced, aside from the stuart and the recent addition of a mortar, which should be removed. Teching for nades should be cheaper.
- SU Their support team crews are a pain to deal with. T34s are over performing for their cost. The teching costs for cons nade should be cheaper.
- UKF Their teching is way out of pace. Tommies need a received accuracy nerf. (it's 0.7 currently)
- OH PIV sucks. Grens reinforce costs is too high.
5 Jul 2016, 15:45 PM
#3
Posts: 17914 | Subs: 8
That is somewhat reasonable, but don't count on pit being optional, ever.
That is the only reliable non doctrinal indirect fire piece brits have.
That is the only reliable non doctrinal indirect fire piece brits have.
5 Jul 2016, 15:49 PM
#4
Posts: 738
how about we just remove all the god awful emplacements and give UKF an actual mortar
5 Jul 2016, 16:02 PM
#5
Posts: 500
Updated OP.
5 Jul 2016, 16:12 PM
#6
Posts: 673
T-34 overperforming for it's cost? It is tank, which is definitely worst than all medium tanks in game, which also coming in very-very late with T4. Guess it should perform good for that. And it don't perform good now, since AT quality of T-34-76 is pretty low. Better would be to make T-34-85 stock instead of that trash.
5 Jul 2016, 16:34 PM
#7
Posts: 132
UKF is a faction with wide open holes to exploit. How exactly is it fine?
It's got the worst (base howitzers) and most inefficient (mortar pit 400mp + 200+ mp unit required to sit in it while being static) indirect fire in the game, while at the same time being one of the most vulnerable factions to indirect fire due to static, long-range units. It can't have all of the things it needs simultaneously in the mid-game, you choose between putting up a bofors, mortar pit, or getting an AEC all of which have easy counters before, during and after production. Lack of snares = you need to invest significantly in AT specialists that may turn out useless, just so a vehicle doesn't GG you, and the enemy having snares = your AEC if you get one can't chase vehicles down anyway so their threat remains and they're also vulnerable to pak/raketen/schrek that you want against UKF anyway because of carriers, emplacements, and the inevitability that they'll go for tanks (and schreks blow up cover).
The brit mid game is the game's weakest and basic familiarity with the faction combined with rudimentary scouting and not being afk (basically the same thing) shows you the path to counter whatever build he tries when he techs to T1 as he inevitably wants to do asap. The Brits mid game is so bad that it relies on your enemy actively or passively screwing up rather than you doing something right, because that's not enough.
Disclaimer: I don't have any regiments except the 3 free ones + vanguard.
It's got the worst (base howitzers) and most inefficient (mortar pit 400mp + 200+ mp unit required to sit in it while being static) indirect fire in the game, while at the same time being one of the most vulnerable factions to indirect fire due to static, long-range units. It can't have all of the things it needs simultaneously in the mid-game, you choose between putting up a bofors, mortar pit, or getting an AEC all of which have easy counters before, during and after production. Lack of snares = you need to invest significantly in AT specialists that may turn out useless, just so a vehicle doesn't GG you, and the enemy having snares = your AEC if you get one can't chase vehicles down anyway so their threat remains and they're also vulnerable to pak/raketen/schrek that you want against UKF anyway because of carriers, emplacements, and the inevitability that they'll go for tanks (and schreks blow up cover).
The brit mid game is the game's weakest and basic familiarity with the faction combined with rudimentary scouting and not being afk (basically the same thing) shows you the path to counter whatever build he tries when he techs to T1 as he inevitably wants to do asap. The Brits mid game is so bad that it relies on your enemy actively or passively screwing up rather than you doing something right, because that's not enough.
Disclaimer: I don't have any regiments except the 3 free ones + vanguard.
5 Jul 2016, 16:55 PM
#8
Posts: 3145 | Subs: 2
OKW just needs to have it's MG34 not require some stupid HQ truck setup.
Sturmpioneers I don't really find having to many duties to perform but are very squishy making lose a single one put OKW behind a lot more than say Wehrmacht losing a Panzergrenadier squad, the ammo waste is not the same but the Sturms being the OKW's main repair and generally engineer unit doesn't really add up to them being comapred to the same role as the Panzergrenadiers.
Upgrades need to have their prices decreased I agree on that, perhaps combine the Forward Retreat and medics into just one? Also make an upgrade to the Schwerer HQ to man their flak so it's actually balanced and OKW doesn't really receive any "freebies" as some people have complained about.
The only thing the Brits need is a normal mortar, make the mortar emplacement just a defensive structure that can be garrisoned by mortars. Also some balance for their emplacements, I haven't seen any complain topics about the Bofors anymore since the update so I think it's ok now? Idk, but the 17 pounder's fuel and pop cap need to be looked at, nobody is using that thing for 2 those simple reasons, churchill is still shit but more managable now with it's price reduction, Cromwell and Comet some people will argue that are too effective but then again Brits are really the only ones that can fight OKW late game without picking a doctrine unlike the Soviets which are doctrine dependent and need them for their heavy hitters, Comwell was historically faster because of it's engine than other tanks and it's target size was nerfed while I can't really say about what to do with the Comet.
As far as Wehr go, their squads really need a survivability increase, i.e. adding an additional squad member to their squads but balance them accordingly so they don't overperform with their new found members.
I don't really have an opinion about the USF or Soviets since I don't really play them all that much, but I'm guessing the USF mortar will be either severly nerfed or even removed if needed seeing as how things are currently going.
Edit: Maybe add forward retreat points for the Eastern Front Armies? It's just a suggestion but competitive 1v1 and 2v2 people around here don't really support it since I do agree that it's stupid on smaller maps but a life saver on bigger maps.
Sturmpioneers I don't really find having to many duties to perform but are very squishy making lose a single one put OKW behind a lot more than say Wehrmacht losing a Panzergrenadier squad, the ammo waste is not the same but the Sturms being the OKW's main repair and generally engineer unit doesn't really add up to them being comapred to the same role as the Panzergrenadiers.
Upgrades need to have their prices decreased I agree on that, perhaps combine the Forward Retreat and medics into just one? Also make an upgrade to the Schwerer HQ to man their flak so it's actually balanced and OKW doesn't really receive any "freebies" as some people have complained about.
The only thing the Brits need is a normal mortar, make the mortar emplacement just a defensive structure that can be garrisoned by mortars. Also some balance for their emplacements, I haven't seen any complain topics about the Bofors anymore since the update so I think it's ok now? Idk, but the 17 pounder's fuel and pop cap need to be looked at, nobody is using that thing for 2 those simple reasons, churchill is still shit but more managable now with it's price reduction, Cromwell and Comet some people will argue that are too effective but then again Brits are really the only ones that can fight OKW late game without picking a doctrine unlike the Soviets which are doctrine dependent and need them for their heavy hitters, Comwell was historically faster because of it's engine than other tanks and it's target size was nerfed while I can't really say about what to do with the Comet.
As far as Wehr go, their squads really need a survivability increase, i.e. adding an additional squad member to their squads but balance them accordingly so they don't overperform with their new found members.
I don't really have an opinion about the USF or Soviets since I don't really play them all that much, but I'm guessing the USF mortar will be either severly nerfed or even removed if needed seeing as how things are currently going.
Edit: Maybe add forward retreat points for the Eastern Front Armies? It's just a suggestion but competitive 1v1 and 2v2 people around here don't really support it since I do agree that it's stupid on smaller maps but a life saver on bigger maps.
5 Jul 2016, 17:00 PM
#9
Posts: 721
nothing there that seems to change up much tbh makes allies more pwoerfull tbh
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