Rank is entirely relevant. It's a reflection of knowledge and experience. It's also a pretty good reflection of actual interest in balance.
If a doctor says "You have diabetes, you need a lifestyle change" and a fortune teller who sells chocolate says "nah, you need more chocolate", you take the doctor's opinion.
Rank > "I am human and deserve an opinion!"
I don't see highly ranked people spamming 4v4's.
Nor do I see many 4v4 matches end with 'connection lost'. |
penals are fine how they are. they already been nerfed to a balanced spot
QFT ffs.
These endless penal posts are so l2p. Fuckin facepalm. |
nvm |
I like Ægion's suggestions |
Feedback after lots of testing:
1. Vet1 ability is actually pretty sweet.
2. Long-range accuracy is very bad, meaning almost no long range suppression (which means you eat grenades etc all the time)
3. Two units can approach and not get suppressed (due to maxim switching targets between the two, sharing suppression between them and not being able to suppress one / both of them)
4. Burst duration is good
5. DPS is good at close range
Seems like it'd benefit from better suppression (OR dps) at long range.
Or, improve suppression of Vet1 ability. |
Penals have high dps because of their more specialized role, tier requirement, high initial cost and their lack of AI weapon upgrades which also prevents them from having crazy DPS by concentrating firepower in a single model like LMGs. The AT satchel is more of an emergency weapon unless you're attacking heavies while the PTRS is a PTRS; meant as a soft counter/deterrent. They lack the proper snares of other front-line units who are cheaper and arrive sooner, cannot build anything such as cover, or the ability to sprint/rush out of HMG arcs. The majority of the time when they are built, they have one role, kill the other side's infantry and serve as premium AI units for a faction that has only one other line infantry unit non-doctrinally that also serves a different purpose.
Yes, they are very good at their role, but they have no grenades unless it's garrison-busting which is a double edge sword as you likely can't use the garrison afterwards, give up map control via building and cost which you must use brute force to take back, and early Penals means no T2 support until later as you really need to build from that tier to make the most of it early game.
Even if Conscripts got their buffs and changes, Penals are still going to be more about damage dealing and killing stuff, though Cons might be more reliable rather than being RNG cannons with their 16 damage but crap accuracy.
QFT
/thread, why is this person constantly complaining about soviets? L2p ffs adapt |
intresting thing: if allies get a " design error" its ok (emplacments with brace)
if axis have maybe one...it should be removed.
Rather pathetic of you to create problems where they don't need to exist. |
The solution for mid-range soviet tanks is to increase pen (at mid and short range only) and reduce damage, so that it's AT is more like SU76 at shorter ranges.
Effectiveness vs infantry should remain the same. |
Are people using the Vet ability? |
I have a question:
Why habe allies the best allrounders, while axis have the best specialists units?
allies can in most times bloob one unit...and can fight vs all with that.
axis need in most times a unit from all class.....it needs much more micro and skill.
Another quality post from you - I guess you're talking about Volks? |