I tend to frequent the steam workshop a lot due to the fact the base game is largely disappointing. No means to speak ill of the title or the developers, but it is really lackluster, and in many essence a lesser of the previous game. Mods, on the other hand, bring a new perspective to the game, and reignites my belief that there is potential in this otherwise troubling game.
So, what is your favourite mods? Any recommendations? I would really like to hear some good "balance" based mods so I might get a chance to test a game that might be not cheese based. |
In any case, it does make the game a lot less playable. I can't say I am as avid as I was before but this is certainly leaning me towards not touching the game until a fix is present.
Is there no solution to fixing the input delay? |
Did you Check your Internet connection? Especially Packet losses? It doesnt impact your normal Internet usage but becomes visible as soon as you play vidya games.
I had the same issue some time ago in LoL and it leads to this exact unresponsive unit controlling where you need multiple clicks to get the Task executed.
If your using teamspeak you can easily Check it with rightclicking your Name and select the connection Details thing.
I hopped on to see if packet losses was the issue and I seem to have 0% of it after sitting on it for a minute or so. |
I'm not sure if anyone else suffers the same problem but lately the game isn't responding properly.
I have sticky squad controls even when I have it disabled. When I press down arrow key to control the camera, it gets stuck going downwards and I lose control of my camera. Not to mention the fact when I tap A for attack, it doesn't respond to me until five or so taps later.
I don't have a problem like this in other games and this is really frustrating.
The methods I've tried to fix this was a clean uninstall and reinstall but that didn't do much. |
I see where you're coming from and the points are valid. However, I don't like the idea of the game's destructive pacing getting more and more fast. Units die fast now and I'm worried that if this continues, we'd end up with a strategy game no different to the rest where retreat button isn't as a crucial point since wipes are so easily done. |
I'm a little lost in confidence for this game. Now I rarely show up to play or even bother reviewing replays. I do believe there are plenty out there who still play well. I hope you have the best of luck of finding them.
Even so, I'm up for a game if you really lack a partner.
Send me a reply if you're ever in need of an extra guy for 3v3+ |
Hello there, how are you? Having a good day? Hopefully that's the case.
It's not new to throw up another suggestion to help balance the common spam meta in the lower stages of the ladder that I dwell in. However, the thought seemed so feasible to me that I couldn't help but reach out and see what everyone else would think about it.
That being said, the purpose of this thread isn't so much to push this into Relic's face as it is just my need to discuss about it and hopefully either spot the flaws in what I will soon explain or be happily surprised with a popular alternative that Relic may consider for balance.
What I mean by exponential pricing is the idea of increasing the purchase cost of each new squad or unit in general in order to dissuade strategies that involve heavily on one specific unit. Notable strategies that many have lamented before would be the Volks spam, Rifle Terminators, Cheesetruppen, and the late double snipers meta. This should by no means increase the reinforcement, upgrade, skill cost by any means, solely the first purchasing price, thus still allowing these strategies to be maintained if necessary, but with a whole new level of difficulty.
For example, Mr. Soviet started with the purchase of one conscript squad. This first purchase is 240 manpower. Afterwards, he faces the choice of either setting up T1/T2 to purchase a weapon team or recruit a second conscript squad. At this point, a price increase will reflect encouragement for army diversity, so let's just say there is a 20% increase in pricing for the new conscript squad, lifting 240 manpower to 288. The third one will build on that price to exponentially raise the price to 345 manpower. Mr. Soviet may be able to afford the first two squad, but by the third one, he may find it more effective to invest in the T1/T2 building and churn out a much cheaper Maxim crew. Hopefully, this example will help provide some idea of what the pricing system can do to deter the issue of spamming.
This influence of pricing can extend to the call-in meta as well, avoiding M10 Wolverine spam and other armor varieties that are freely brought in without much challenge.
However, I am fully aware that the game is too complex to just say the same can go for other factions. US, for example, don't have any other builds from the start of the game to vote for something else. Thus, this would either scrap the system, or a new pricing of the US riflemen. One that I could from the top of my head is retaining the same reinforcing price while dropping the purchasing price, thus still reinforcing clever maintenance of their survival while not crippling the faction's early game.
A lot is needed to take into consideration, but many of them do come with a viable solution. Many argue over the unit costs quite a lot, and I feel this may be a solution. Now, discuss! |
With how 4v4 works, I fear for the ratio of axis players to allies players. |
As a big fan of Wermacht and SU, I feel that the Ostwind isn't entirely without merit at it's job. It's not consistent when it comes to the job, but it works when it does. Can't say I want it to be over-buffed as it goes to push it further into a hole that most here seem to find it in.
I voted against change, but if there were to be any buff for it,
I'd rather not see it's damage/aoe/range/accuracy improved. I hate it when they turn a unit into those instant wipe monsters. My only problem with the damn thing was how fast it exhausts it's ammo. The reload hits it at times when it could really be firing.
By proposing a longer firing time or a much shorter reload time, it does not immediately push the Ostwind into something deadly, but gives it enough edge to deter players from staying within it's range. |
Lately, with the new changes, OKW players have been popping up more frequently than ever before. This is great, since I like the old 99% Axis player base. Plenty of extra newbies to knock a few teeth in. Good players, unfortunately, still pose a considerable threat, but observation has granted me some insights that can prove helpful to the rest of you. Provided that you haven't already noticed, that is. I also (and more importantly) want to absorb some experiences from players well beyond my level.
What I've noticed
With new patch, OKW players spam Volks harder than Yuri can chug vodka. What do?
Most strategies come with varying success. Maxims being hardly an effective strategy as it is limited in it's effectiveness against Kubelwagons unless garrisoned (and can't cap as safely as the rest).
I've been trying out M5 Kraut Meat Grinders and they seem to be a very effective counter play against OKW harassment and full on assaults alike. Slight micro distribution of suppression could hold back three or even four marching squads at maximum range. The M5 applies suppression fast and down a very safe range. If complimented by infantry such as shocks or PPSh cons, they can dissuade any engagements. Cons with PPSh are preferred as they still retain damage at mid-range and hold AT nades that keep the 15 mark Luchs off your back and more importantly away from the M5.
A commander I recommend is the Reserve Army commander, as it packs a few essential skills that denies current OKW new meta (waves of infantry and light tanks early game). AT Partisan denies early vehicle play unless they want to lose it. PPSh cons are always nice. Repair conscripts means they can march with M5 without a need for engineers, Rapid Conscription speaks for itself, and ML20 is a good way to punish OKW picnic trucks from setting up shop too close. |