T34/76 vs Pz4:
T34 has always had very solid anti-inf power, way better than Pz4;
now since it got a huge anti-tank buff, and they can penetrate Pz4 armor from any angle from the max range. So basically, T34/76 dominates Pz4 in both AI and AT role, while Pz4 cannot be used as a breakthrough (soviet t3 rush) tank anymore. Pz4 has a fuel cost of 125 while T34/76 is 100. In that case, for every 5 t34, there will only be 4 pz4. but their power is more or less the same.
From experiment, now T34/76 can penetrate Panther FRONT armor within mid-range. Panther has got thick armor as a Tiger, but they penetrate it from the front so easily. T34/76 has the speed of a panther to get close enough, or even flank it.
So conclusion is, since the Anti-tank buff of T34/76, they even scale up to Ostheer T4, this should cost more than 100 fuel. Now it is overperforming and kind of spammable.
On the other hand, T34/85 is more or less the same story.
For 10 more fuel than a Pz4, it has even better anti-inf power from its AOE.
And for tank battle, Pz4 won't stand up to its massive health pool
the super mobility and penetration of this thing makes it a tank destroyer. It is similar to panther from stats, it can penetrate tiger with ease, but only cost 135 fuel, teching not required, no building time, extremely spammable.
The T34 after the buff is overperforming for their costs.
Ur objectivity isn't high enough to write this. Please play Soviet and look for the Weak side of this Army. |
OKW best and strongest Faction |
Hi jacked a list from official forums but this hit the nail on the head. I also added a few issues not covered.
O.K.W.
Volks
Need DESPERATE damage increase or at least ability to buy LMG like grens. Simply cannot compete toe to toe with any infantry even conscripts due to Oorah. They are currently useless and PFs are only decent alternative but even then PFs cant go toe to toe with rifleman unless upgraded
Kubelwagon
-needs more range, or time to suppress should be reduced from 3 seconds to 2
Panzer II 'Luchs'
-cost should be reduced from 50 to 40 FU
Panther
-cost should be reduced from 175 to 155 FU. Slight increase in Damage and armor and HP (10-15%). Also make more effective vs infantry because it seems its firing blanks.
Panzerfusiliers
-cost should be increased from 290 to 305 MP to better reflect their performance. Currently only viable infantry vs Rifleman and Con spam. even then they are not as competitive till upgdaded. But by then Rifles have two LMGs in squad......
Jaeger light infantry
Made useless after last patch. Fix it.
Raketenwerfer
10% range increase and Retract changes to incoming fire made in the last patch. That was absolutely stupid.
Ostheer
Grens
Very slight increase (10%) in Long range damage. This is justified and Conscripts Oorah in and negate the advantage greens have almost immediately. This should be punished slightly more.
222 Armored Car
-needs HP buff and cost increase to balance against USF light vehicles
251 Flame half-track
-flamethrower upgrade should be unlocked at T2 again. Cost decrease to 90 Muns and HP increase.
Panzergrenadiers
-need armor buff to 1.2
Tiger
Buff to pre nerf patch no need to nerf it at all. Decrease price as not reflective of performance vs IS2.
Panther
AS OKW
Panzerwerfer
-needs AoE buff like the Katyusha
Brummbar
-cost should be reduced from 160 to 130 FU to make it more viable for smaller games
U.S.F.
T4 and T3 teching.
Reduce by 20 fuel to make more viable. Reduce T1 Tech to 35 fuel.
Riflemen
-M1 Garand DPS Decrease for both Long and Medium range should be reduced to balance against Grenadiers. Grens no chance to do anything.
US infantry General
Reduce Ability to carry two LMGS to one. it Is Way over the top.
M15A1 half-track
-needs to have a set-up time like the FlaK half-track.
M1919
-upgrade cost should be increased from 60 to 75 MU
'Easy 8' Sherman
-cost should be increased to 400 MP and 150 FU and CP increased to 10
WC51 "Jeep"
-CP should be increased from 0 to 1. Sligjh HP decrease (10%)
Soviets
Maxims
ENOUGH SAID. ENOUGH SAID. ENOUGH SAID. Durability, Suppression, range damange all way over the top. Address this
Penal Battalions
-SVT-40 long range DPS should be increased to better distinguish them from Conscripts
SU-76
-cost should be reduced from 70 to 55 FU
T-70
-cost should be reduced from 70 to 60 FU
Katyusha
-damage needs to be reduced from 160 to 100 and AoE reduced from 6 to 5. Increase scatter
ISU-152
-scatter should be increased from 8.7 to 12 and AoE reduced from 6 to 5
Guards
-should be able to buy back dropped weapons
IS2
NERF To pre-patch. this tank is an obvious problem and nothing cna penetrate it atm. its a JOKE.
That is all.
LoL,
Volks dont need a Damage increase. They are really fine as they are and they aren't expensive. Only 235 Manpower. So u see the line how they are balanced for. Cheap and not the best Infantry-Like 1944. In 44 The German Wehrmacht has the most Casualties of the whole WW2.
|
Ally Tanks need no nerf,
Because it has the unique Chance to win against good OKW players.
If u will nerf Medium Tanks then the strong WEHR/OKW Tanks will be nerfed. |
Good Changes ;-) |
Yeah,
Why not? Bring it in the Game, Relic! |
same can be said of su85, it dies in 4 hits, but it doesn't have 240 damage, super fast speed, and a rotational turret. A tank shouldn't combine all those features for such a low cost.
Joke of the Day! |
The Engagemant of the German Player Base is very high i can see |
No she needs no nerf |
Hey Guys,
Design Team is currently reviewing a few key balance complaints in the game and we would like your feedback
Disclaimer: Everything you read below is work in progress and not guaranteed to go into the game.
Elite Rifleman:
At the moment this ability provides no real downfall to its usage except for its long recharge time. We implemented slight cost increase as well as starting it on a cool down. However we are currently exploring possible redesigns of the ability such as increasing the rate in which rifleman will accumulate Veterancy.
Soviet Weapon Team:
This has been a hot topic for a while but we are experimenting with 4 men Soviet Weapon Teams. Issue being they are too durable. If a 4 men team loses 2 men, chances of losing that whole squad would go up exponentially. When a 6 men squad loses 2 men the chances of losing that squad still remain fairly low. If overall performances needs to be compensated for reduced durability that is something we could also explore.
Long Range Combat:
With our change to lethality in a previous update to make cover more important. A side effect of that change was that it made long range weapons extremely effective, especially LMGs. The combination of cover, lethality, and long range has resulted in medium to short range units being overall less effective. In most situation, units that require closer range will lose too many men on approach resulting in a significant drop in offensive performance.
Feedback would be greatly appreciated and thank you!
If u reduce the Soviet Weapon teams u can reverse some Changes. For example: Mortar can again fire faster.
And Soviet AT Gun needs to fire faster |