Kt vs is2s, hordes of shocks vs vetted okw stuff, almost lost game by hmg bug, clever mining fro both sides and thousands of floated manpower.
Gg wp!
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Its time for Relic to wake up and at least remove sprint from soviet snipers. Srsly, 2 man sniper squad with sprint and cloak, they nearly untouchable by infantry and flanking rewards from little to nothing with exception of used sprint.
Also giving kubel decent dps on the move to make it somehow threatening to snipers will help. |
Allies cant win in 3v3+, however Axis can lose game by playing bad and making a lot of mistakes.
Jagdtiger which is cheap (yes, boys and girls, you heard it right, cheap. 290fuel-80 for t3 which no sane person playing breakthrough should ever build is 210, 50 fuel less than kt. With fuel conversion and some cashes breakthrough player can build puma and stuka before jagd arrives) is bane of current 3v3 and 4v4 balance. And it is not that hard to keep jagd away from danger considering its range and ability to shoot through buildings.
Command's panther 35 muni mark target also very funny ability which let shreckvolsblob oneshot heavy tanks. Did i mention zeroing arty? He-he.
Honestly, i have no idea how to balance 3v3 and 4v4 again without destroying 1v1. |
Paratroopers with browning's are terminators. They fire on the move, suppress on the move and kill everything with exception of maybe vetted obers.
I believe rangers would be added at some point, but thats is. Playing USF means playing rifles. If you want shocks play soviets. |
Thread: Button12 Aug 2014, 14:13 PM
Panzer tactician.
Snipers may be a problem, but button perfectly fine. |
No Pershing? Are you even trying? |
Making wc51 1cp will kill mechanized doc.
However, adding moving accuracy penalty and chance to garrisoned rifles die when vehicle blows up looks like reasonable change for me. |
Awesome. Can you give numbers on Sturm officer aura bonuses?
No intention to start balance war, but walking stuka first 2 bonuses looks a bit clustered. vet 1 reload vet 2 range and vet 3 reload again instead of 40% reload time reduction from first two vet lvls seems more reasonable. |
in 2v2 Luftwaffe is awful choice if you have bad start. No useful call-ins, no save-you-ass-for-free tiger ace, only somehow good anti-static off maps. And manpower bleed from supply drops even more of a problem there. Its almost impossible to drop resources for your okw partner in middle-game since axis always struggle against allies until tanks.
In fact i think USF mechanized commander a lot more imbalanced at 2v2 (at least on open maps) then luftwaffe (maybe with exception of summer Langers with safe fuel). Easy map control with jeeps, demo charges and artillery which 1-shots okw trucks. |
Exclusively Luftwaffe player since Luftwaffe release-till expansion there. Supply drops is not the problem. Blob of 5 nonstop-healing and almost-immune to small arms fire thanks to stacking meds defensive buff grens all armed with lmgs 6-8 minutes from muni drops is the PROBLEM.
But, again, it still counterable, if you know what to expect. Double russian snipers, paratroopers-heavy builds, maximspam, fast usf vehicles. Supply drop not free, and every sane team will play one and only balanced 4v4 map with contested muni/fuel, and no, this map is not Ettelbruck.
Teamgames was always were balanced around "counter broken with broken". And if you start banning commanders from 4v4, you have long way and more problems ahead. Free vet for okw super-units from elite troops/zeroing arty+flares from forti and spec ops duo wiping whole visible screen, there still potentially even more broken combos then Luftwaffe.
Leave everything as it is and let teamplay decide. Nothing can't be countered in 4v4. Even 15m kt.
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