GCS2 stats only show OST players did better...
U mean OST and OKW have that ridiculous WR because they are better players?
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GCS2 stats only show OST players did better...
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Regarding USF I'd personally make Riflemen 10-20MP cheaper and add those (based on standard 3x Riflemen strats) spare 30-60MP to the BAR tech. This way USF can field infantry as fast as OKW can in the early game, while their scaling costs/timing remains the same as it is now.
Infantry Sections I'm not sure, I'd probably agree they're fine early on. I'm not even sure IS are really the problem for UKF. It might be worth experimenting with only one Bren slot and add a moving accuracy bonus to the Bolster tech (bringing it up to standard) so they can actually properly attack stuff.
Posts: 1979
all games i watched showed one thing:
not one faction rolfstomp the other in the ground so we could say its OP.
mostly games took a while to win..there was no game where you could see: the player makes no failure ...but had no chance to win.
the most wins was based on failes trough the game...false decisions and less micro.
there is no way a match where we could see that one faction has so much needs of a buff or a nerf.
proof me wrong!
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Reducing Riflemen cost isn't going to change anything. There are two issues on OKW-USF matchup
Posts: 1979
Reducing Riflemen cost isn't going to change anything. There are two issues on OKW-USF matchup
-OKW start with 100 Manpower more to mitigate the truck cost added recently. But this 100 Manpower is actually used to build a 4th volks squad early game.
-USF Gameplay is balanced around strong Riflemen but capped at 3+Lt or 4+Capt. Whenever it is the 4th riflemen or the lieutenant, the squad hit the field much later than the 4th volks squad.
If you look at both at the same time, the problem is quite evident and not to forget that additionaly:
OKW start with a Sturmpio and USF a RE squad.
OKW Volks can build sandbag while Riflemen can't
Once first truck is call-in, volks Access flamnades
So reducing riflemen cost isn't going to change anything, you can't build more of them or bleed like a stuffed pig. So what for, an early mortar? isn't going to counter OKW non-static play, Volks can build another sandbag if you target the first one.
Elchino7 already gave the best solution here: removing this 100 Manpower for OKW and reducing the truck cost so the OKW player can't build the 4th volks in a raw.
In addition, putting sandbag behind vet1 would also do great for the balance.
Soviet could also use of a nerf for their penals, removing some of their initial stat and putting them behind vet1
Ostheer is already going to be nerfed with the doctrinal changes to mobile defense. I don't think that Stock Ostheer is superior to Stock USF, it has always been a doctrinal issue since they forget to apply all doctrinal nerfs to Mobile defense last year.
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Permanently Banned
Reducing Riflemen cost isn't going to change anything. There are two issues on OKW-USF matchup
-OKW start with 100 Manpower more to mitigate the truck cost added recently. But this 100 Manpower is actually used to build a 4th volks squad early game.
-USF Gameplay is balanced around strong Riflemen but capped at 3+Lt or 4+Capt. Whenever it is the 4th riflemen or the lieutenant, the squad hit the field much later than the 4th volks squad.
If you look at both at the same time, the problem is quite evident and not to forget that additionaly:
OKW start with a Sturmpio and USF a RE squad.
OKW Volks can build sandbag while Riflemen can't
Once first truck is call-in, volks Access flamnades
So reducing riflemen cost isn't going to change anything, you can't build more of them or bleed like a stuffed pig. So what for, an early mortar? isn't going to counter OKW non-static play, Volks can build another sandbag if you target the first one.
Elchino7 already gave the best solution here: removing this 100 Manpower for OKW and reducing the truck cost so the OKW player can't build the 4th volks in a raw.
In addition, putting sandbag behind vet1 would also do great for the balance.
Soviet could also use of a nerf for their penals, removing some of their initial stat and putting them behind vet1
Ostheer is already going to be nerfed with the doctrinal changes to mobile defense. I don't think that Stock Ostheer is superior to Stock USF, it has always been a doctrinal issue since they forget to apply all doctrinal nerfs to Mobile defense last year.
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But how exactly would changing OKW help in USF vs OST matchup? OST's winrate vs USF is also 61% (GCS2). Only OST changes are for Puma which isn't really involved against USF anyway.
Riflemen are better en-masse and being able to field them quicker would probably give them a fair chance to fight with less casualties to be able to stand up to that fourth Volks squad. They would have an easier time overwelming the MG-42 early on. It might even help to mitigate the SP's influence.
Again, the statistics show that the Soviets, OKW and Ostheer are the most balanced factions and that it's both UKF and USF that need to be brought up to par. I don't understand why you would want to start changing things about the German factions and risk screwing up the balance with the Soviets.
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Looks at UKF.... wrong already bucko
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in which game was UKF rolfstomp? pls link it.
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It'd be better for UKF if it was roflstomped, because that'd mean someone picked it in the first place.
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in which game was UKF rolfstomp? pls link it.
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If Ostheer/OKW remain stronger than UKF/USF after the revamp patch then Ostheer/OKW/Soviet should all be nerfed to find middle ground.
Actually balance would be allot easier if Ostheer become once more the benchmark to will all other factions where measured.
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You want OST to be the benchmark but propose to nerf OST in the same post? I think the current OKW/SOV/OST balance should be the benchmark as it's inherently easier to buff two factions than to nerf three.
Posts: 2243
You do realize that faction doesn't need to be stomped to be underpowered?
Lose ratio for them screams they need buffs at later stages of the game as well.
Unless you believe players suddenly forgot how to play when UKF pick was made and magically regained all of their skills when they played OKW/ost.
It doesn't take a rocket scientist to know that if faction got 30% win rate, its underpowered.
But that's exactly what happens when you take away all factions gimmicks and crutches holding the faction together while providing nothing at all to compensate.
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do u mean the 10 games would have a relvant statistik impact? maybe the player was better trained with other factions? maybe there was no luck from RNG on their side??
you can loose 10games...but the next 90 games u win. When you stop count after the first 10 games..yeah...you are rigth..the need buffs. but if u would look on a relevanz game number,..you would see: they are ok.
but ..maybe u troll around like every post.
Posts: 3166 | Subs: 6
The benchmark need to be 1 faction not three, it becomes way too complicated if ones attempts to use more than 1 faction as the benchmark. Ostheer used to be benchmark and it makes sense to become the benchmark once more, in addition they are the best design faction that requires the use of different units
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