- What do you mean by "pay to win" and "pay to lose"? Can you explain how the DLC changes the balance of power between the factions?
- In your opinion, what makes a faction "stronger" or "weaker" in a game like this? Is it just about raw power or are there other factors like strategy, positioning, and unit synergy?
- You mention that the Pershing has the highest speed of 7.02. Do you think speed alone makes it superior to other units? If so, why? Furthermore, how does this speed contribute to the overall balance of the game?
- Could there be other factors, beyond speed, that make the Pershing more effective than other vehicles? What about its durability, firepower, or strategic versatility?
- In the context of historical accuracy, do you think the speed of the Pershing is realistic for the unit's role during World War 2? How might this affect the game's balance?
- You said that the Axis faction experiences "pay to lose." What specific mechanics in the DLC make the Axis factions feel weaker? Is it a result of poor design or does it reflect an imbalance between factions?
- How would you define fairness in a strategy game? Do you think the inclusion of DLCs that alter faction power affects the game's fairness, or do you think it’s more about how players adapt to the changes?
- How does the introduction of paid content influence the long-term viability of the game? Does it motivate players to strategize more and increase player engagement, or does it create frustration and turn players away?
- Do you think the game’s designers intended for one side to be stronger than the other, or was there a specific purpose behind the decision to make the Allies more powerful in this DLC?
- Could it be possible that the perception of imbalance is subjective, depending on playstyle? In what ways might different players interpret the strength of the factions differently?
- Are there ways to counter the perceived advantages of the Pershing, or does the current design lack sufficient counterplay options for the Axis?
- What would you consider a balanced DLC in the context of this game? How could the game developers improve balance without sacrificing historical accuracy or gameplay variety?
pershing: 1200hp,240damage,vet3 speed 7.02,armor 300/180/90,Penetration 380/360/250,cost 690mp 180fuel 20pop
kingtiger: 1200hp,240damage,speed 3.25,armor 440/300/80,Penetration 400/350/300,half the fuel income, cost 700mp 180fuel 24pop
so tell me, which unit is better? kingtiger have the same hp and damage but half fuel income,worth it?
and ally battle group obvious better
USF:
Rapid Reposition

ASSIVE Team weapon squads gain +30% movement speed and +15% rotation rate when out of combat.
Bolstered Team Weapons

ASSIVE Team Weapon squads gain +1 squad member. While all members are alive team weapons are more effective.+20% rate of fire for team weapons that have all members alive.
UKF:
Attacking Spirit

ASSVIE Territory points decaptured by friendly squads causes nearby infantry and team weapon crews to heal 90 health over 30 seconds.
Incendiary Munitions

assive Grenades and mortar abilities create patches of fire after detonation, dealing periodic burn damage to infantry and structures in the area for 10 seconds.
Pyrotechnics

assive Enhances all incendiary weapons to blind and slow enemy units.
Affects the following:
• Infantry-based Flamethrowers
• Churchill Crocodile Heavy Tank
• Abilities affected by Incendiary Munitions
• Burnout
Reduces accuracy by -20%, vehicle acceleration and deceleration by -33%, and speed of infantry and heavy weapons by -25%. Lasts 5 seconds after leaving burning area.
WHT:
Contempt For The Weak: passive Infantry squads gain +20% rate of fire and +33% capture/decapture speed for 15 seconds when a nearby enemy unit retreats within range 18.
Effects refresh if enemy units retreat while the bonus is active.
No Quarter: passive Infantry within range 18 of suppressed or pinned enemy units gain +25% accuracy.
Dak:
GrB 39 Grenade Launcher Requisition passive Infantry squads that garrison 250 Light Carriers get access to an anti-infantry GrB 39 Grenade Launcher until they disembark or the vehicle is destroyed.
Upgrades the penetration of all GrB 39 Grenade Launcher variants by +300%, making them more effective against light vehicles.
which battlegroup ability is better?