FHQ should be build only on OWNED territories.
Why it can be build on an enemy owned territory while the bunkers,trenches and OKW trucks only can be deployed on owed territories which must be connected?
I'm not talking about if the FHQ is OP. It's fine for its cost, but it should be build only on connected territory which have been captured. Deploying a FHQ in the German area gives the Allies a big advantage in early game,because the battlefield will be set to area which is so close to Axis. Axis have to fight with less territories. Especially in some narrow maps which have mass strong buildings.
NO
Let the Ally please his possibilitys.
Learn 2 play. U want to nerf him to the ground u are not a ally player. I play both sides. It will not be nerfed. |
The Luftwaffe Supply Doctrine medical supplies ability is beyond broken. It makes units in a big radius have in-combat healing and buffed stats all for a whopping 10 ammo per crate available at 1cp.
In comparison:
- OKW valiant assault is 100 ammo and comes late. It also does not heal. A mass retreat will render the effects of the ability to a minimum.
- Medpacks, the vet1 Wehrmacht ability, can only heal 1 squad and is close to the cost of 3 crates.
- For mother russia is also 100 ammo, comes late, does not heal, and comes with a 1 minute downtime where the units are weaker.
- Concentrated Fire ability on the Artillery field officer is 25 munitions while a 10 ammo crate does the same + many other benefits.
Seriously, this ability is stupidly powerful. It also stacks so if you pick up 2 or more crates your units get insane combat effectiveness for 20-30 ammo. It's not even funny. For the stats bonus, the sprint and in-combat healing
Proposed changes:
- Keep stats the same, make it 60-75 ammo for one medical drop. This will make it more in-line with Valiant Assault and For Mother Russia. It would make it possible for the enemy to retreat to minimize the impact of the drop, just like with valiant assault and for mother russia.
- Keep it cheap at 10 ammo per crate but remove all bonuses except healing, and make that out-of combat only.
Yes,
THIS COMMANDER is insanly OP. I test it out with a Mate. We will upload Replays soon. |
There are several different grenade types which all perform differently, and some cost more and some cost less. There is also a difference in the range they can be thrown at and how long they need to be thrown.
I find there could be some small tweaks here and there. I think grenades like Rifle Grenade and Molotovs are pretty unique in their role so they are basically fine in their own right, but some other grenade types work rather similar but still behave different.
For example the Stielgranate used by Volksgrenadiers or Panzerfüsiliers costs 30 munition, same as Shock Troop RG-42 grenade, however the Shocktroop grenade does more damage in a bigger AoE. Now you can justify that the more elite squads gets the better grenades, but why do the grenades cost the same then? The Bundle Grenade used by Panzergrenadiers, Obersoldaten or Fallschirmjäger is even stronger than the RG-42, but it also costs more accordingly with 45 munition.
Then you have some very different grenade with the Stun grenade used by Ostheer infantry with the Elite doctrine, but also by Sturmpioniere once they reach veterancy 3. This grenade seems completely useless right now; the stun duration is so short that it has practically no impact on any fight while doing nearly no damage as well. The latter is ok to me, after all it is a stun grenade so it should be used to stun and not to kill, but currently the stun is not useful. In my opinion the grenade should stun for significantly longer. If necessary, the cost can be also increased accordingly if it is found to overperform.
Just to make things complete, there is also the Infiltration grenade which some people find too strong apparently because of the cheap cost of 10 munition. While it has already quite some drawbacks (very long animation time, reduced effectiveness with every model already dead in your squad, long cooldown which only recharges out of combat and might have also a bug where it resets the cooldown back to 120 seconds when it was already partially recharged), I can also understand that people think it may be a bit too cheap for its effect.
I would like if Relic puts an eye on overall grenade balance a bit in the future (especially Stun grenades).
https://www.youtube.com/watch?v=OhBJFvtsxZU&feature=youtu.be
Feel it... |
IT's quit easier to play OKW instead of Allys (At 2v2)
Many people like it to have it easy. Thats the Reason why the Majority plays Axis.
I remember a Time, where it was balanced well and there was 40-50% Soviets ;-) Or more. |
Your kidding right. Starting with two Strums is suicide.
No it's not
I can show you. Some Strats with OKW. If u are intrested
OKW is really strong in Team Games. up of 2v2-4v4 |
Pershing will come!
I want to believe |
So many threads are being created saying that allies are OP? Why is that? I see very little threads listing out the over performing axis units.
I mean ever where its allies are OP in "X". And axis need buff in "y".
Let me state my case. Usf is very good in 1v1, but not as good as Wehrmacht. Usf is also very weak in team games. Usf also lacks early Mg's Strong non-doc arty. and the only faction without a heavy tank. Imo rifles dont need any nurfing. If u think rifles are overperforming, plz state the other units needed to compensate. Honestly if u want volks to beat rifles (like a constantly hear them compared to) Then u must list units that will compensate for rifle nurf. Im sticking to riflemen because i feel people forget that this is basically the main strength of the faction. Nurfing them bring the entire faction down.
Now for Soviets. I honestly see no problem with them. Mabey the ISU
Plz be construtive. Way too many people want to nurf allies and buff axis. Axis already have the majority of the player base during matchmaking.
Now tell me what Allied units need nurfing? im open to changing my mind.
This people are really noobs,
I hope Relic will not give a shit of the Words of them.
I win nearly every Game with OKW in Teamgames.
2v2,3v3,4v4 .... It's very easy. Just begin with 2 Sturmpioneers. |
I know all the axis player hate long outmatch time due to the lack of players playing allies lately....
So here is my propsosal to make USF more appealing.
1. Add m26 Pershing ( i know this idea is hated by axis players, many say it would be OP due to the fact that the pershing will sit in front while the jacksons hit from range. My argument to this is that the russians already use this tactic with IS-2's in front and SU-85's firing from range) If this idea is too much to deal with then i propose that the commander would replace the m36 jackson with a build-able m18 hellcat or m10. The m26 would really help in team games.
2. More infantry variety. I think adding more infantry types my be silly. So, i simply propose that relic allow USF player to build more Multiple captain and lieutenant squads. I realize that axis player are getting tired of "Rifle Spam". This will allow the faction to be more enjoyable.
3. Lastely a complete separate commander from the Pershing one it would be interesting. If the commander allowed the replacement of the 1919 gun rack for a Thomson gun rack. this would really help in close maps. I know axis player hate this idea also. My argument against that is that cons can use ppsh guns for some commanders.
These are my proposals to making the USF faction more fun! I hope you guys agree with some of my points. ATM When i log on to play, auto match constantly shows 80% axis and 20% allies. Im guessing people are kinda used to russians but wont properly give the USF a good run time.
I really hope players are open to changing thier minds
It is no point if Germans say that Pershing would be op.
The Point is, what do some Players want? FUN. Thats the game. Let them cry, this are kids in the School. Still learning.
They can't play.
Tiger ACE was at beginning OP too. |
These 2 units recieved supposedly an 'equal ' nerf with the result that 1 unit is extinct and another still breaks games.So to put it simply either elfant must be made relevant again..or tit for tat its corresponding abomination the ISU-152 needs to be nerfed out of the game..since the argument was both these units were breaking the game.
Why partial treatment..why one stayed powerful while other went extinct?Demand answers.
U have no good choices in your Asking.
Why should ISU be nerfed? Elefant should be nerfed. |
I stopped to play allies since few days
and my success is top |