WHY are soviets the center of winter balance patch
Posts: 236
Ostheer and soviets are good factions that fair well against each other in most match ups on all game modes. What about doctrines for all factions? Why are we barely paying any attention to them? Penals and guards being argued about is so frustrating to watch on these forums when we very well know there are so many issues being brough up by everyone in the community that aren't being addressed.
Like what are we allowed to touch in terms of balance?
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Because comets and cromwells are 100% balanced
Yeah cause the rest of the British arsenal is pure shite.
Oh excuse me, I mean "100% balanced".
But really, very few people even play the Soviets, I don't see much reason for them to try to achieve some form of "perfect" balance for them anyhow.
I'd much rather they concentrated on the WFA since they have the major balance problems due to Relic's brilliance of designing them into a asymmetrical state instead of having them be made in the same manner as the Wehr and Soviets with some slight differences and a few quirks here and there.
Posts: 2066
I'd much rather they concentrated on the WFA since they have the major balance problems due to Relic's brilliance of designing them into a asymmetrical state instead of having them be made in the same manner as the Wehr and Soviets with some slight differences and a few quirks here and there.
Wow, I agree with you on something
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Brits actually have very core few units that are UP and in desperate need of a buff, dipshit.
Let's see here, the infantry section, expensive as fuck at 280 man power for 4 peeps at the start, requires a how much was it now... ah yes, 25 fuel and 150 man power upgrade to get a 5th member added to their squad.
They're only pro is that they can build their own cover, compared to the Wehr's Grenadiers and the USF's Rifles who can only do that with a special doctrine ability.
Oh and that they can be armed with 2 brens, along with a shitty flare ability that is very UP and a med kit which is actually fairly good but their also only none doctrine healing ability, and isn't going to be too unique once the WBP goes live.
Vickers, expensive T0 MG which gains extra range in a building at Vet 1, compared to the MG42 which costs less and is far more effective against light vehicles (something which the Brits desperately need because of the lack of a none-doctrine snare and shitty hand-held AT weapons that can't shit if the shit is moving at even my grandma's pace).
To be honest I'd choose the MG42 over the Vickers in their current states on any day of the week, the MG42's pros just out-weigh the Vickers' pros, which is really just it's range increase when in buildings at Vet 1. And let's not even get into their stats, the MG42 is just superior at what it does.
UC, the Bren requires a 60 ammo upgrade, can suppress altho not as good as a proper MG or it's CoH counterpart. At least it can repair itself at a cost with no vet.
WASP upgrade requires tech 2, costs 90 ammo and comes out too late to be of any use, by the time you get to tech 2 the opportunity of this upgrade for the UC to fry enemy units held up inside a strategic building on the map will be long gone.
Overall a VERY fragile unity, add to that it's inability to be made into a command vehicle anymore in the WBP you have yourself something which is rarely seen in games.
Sappers, probably the only decent unit which the Brits can rely on at the moment, cheap, can get a 5th member with the above mentioned upgrade, can be upgraded to become fairly effective at combat, vet up fast.
Too bad they're looking to nerf them.
Which leaves us to the last British infantry unit, the commandos. Expensive, comes out late and their arrival is no surprise to the enemy, can be easily taken out if they're not infiltration commandos, both their glider drops are expensive as fuck and fragile as fuck, 7 or 8 out of 10 times the glider HQ will be destroyed upon landing as I've noticed.
Well balance expert, I rest my case.
Posts: 90
i know you think there are more pressing issues but the team has obviously decided to make soviets their point of focus for changes. It's a debatable topic as to why but i think they are the faction with the most non-doc variables to account for.
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There simply more solution being tested around Penals...
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Yeah rest your crappy but very long case. Obviously you don't play ukf very much cause you didnt mention how infantry section get a rate of fire bonus in cover and can beat out nearly all axis inf at long range before weapon upgrades and even with double bren they beat out lmg grens when stationary. The vickers is in no way bad by any means just because a unit is slightly weaker than its counterpart doesnt mean its underpowered or in need of a buff. The damage on vickers is very good (better than mg42) and the garrison range bonus is godly especially when combined with brit trenches. As for piats being bad well they now home in on vehicles in the balance preview so there goes that argument. Please play some more brit or l2p then come back to me.
That's a con actually not a pro, plus it makes sections basically useless on open roads while all other base infantry units are free to reign their holy hell firepower even on the move, I'm looking at the USF riflemen.
And yeah, try to beat out Volks with your 2 IS while he has 3 or 4 of them, 2:1 ain't really a fair fight and you will lose most of the time.
Most smart OKW players would either do that or use volks as cover for their Sturms to close the gap to the IS, which can't move out of their cover since once they do that they're basically dead, if they stand there they're dead again because of the Sturms.
You can't quote me on where exactly I said it was bad, I was just simply comparing it to the MG42, and to be honest for it's price I would at least expect it to perform a little bit better, but it doesn't. It's a little bit better damage AGAINST infantry, not light vehicles, is negated by it's low supression rate.
Trenches provide limited arcs of fire and most of the time you will find buildings better since the Vickers can rotate inside in a 360 degree radius in most buildings compared to the Trench's 180 basically, 90 on one side and 90 on the other, not to mention the trench itself costs 50 man power and you have to waste the time of your IS building it. Sadly Relic in their brilliance didn't really keep their trench design from the first game so they had to think of something stupider than before.
I have around 900 hours on the game, 150 of which are prior to the WFA's release, after which it's a draw between OKW and the Brits, so you wanna run that by me again?
Posts: 232
Yeah rest your crappy but very long case. Obviously you don't play ukf very much cause you didnt mention how infantry section get a rate of fire bonus in cover and can beat out nearly all axis inf at long range before weapon upgrades and even with double bren they beat out lmg grens when stationary. The vickers is in no way bad by any means just because a unit is slightly weaker than its counterpart doesnt mean its underpowered or in need of a buff. The damage on vickers is very good (better than mg42) and the garrison range bonus is godly especially when combined with brit trenches. As for piats being bad well they now home in on vehicles in the balance preview so there goes that argument. Please play some more brit or l2p then come back to me.
Perhaps, like me, he considers a more expensive, long range specialist unit in cover beating less expensive infantry with better close range DPS rather unsurprising. Likewise having a 280 MP, 120 munition unit - not even counting the cost of weapon rack unlocks and the 5th man upgrade - beating out a 240 MP, 60 munition unit to be entirely what you'd expect to happen.
We haven't even brought up the amazing stock units like the 17 pounder and Churchill tank, let alone the UKF's end game indirect fire options.
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Let's see here, the infantry section, expensive as fuck at 280 man power for 4 peeps at the start, requires a how much was it now... ah yes, 25 fuel and 150 man power upgrade to get a 5th member added to their squad.
Youre wrong, cost of upgrade is 35f 150 mp
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WHy not British, USF, and OKW?
Like what are we allowed to touch in terms of balance?
The modders need Relic authorization to actually change things. They are not allowed to rework the entire games worth of units and implement it.
Relic has identified through forums and polls what the main balance issues are and the modders are working on those specifically.
Then after that, a new list will be addressed. That is how the balance team now works. Don't expect a full game overhaul in one go because that is very unstable. Things need a delicate touch over time.
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Relic has identified through forums and polls what the main balance issues are and the modders are working on those specifically.
??????????????????
meanwhile no brit nerfs xD
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??????????????????
meanwhile no brit nerfs xD
Go and vote for British rebalance if that's what you want.
Instead of whining here go and vote on the polls that Relic are putting out that are prioritising the games balance
If people here aren't voting for the changes they want, then they don't have a right to complain about where the game is going Mr. Kpen.
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