Well, this patch seems going on a good direction, but there are things that need to be pointed out now because they can cause major problems.
The T34 ram delayed to vet 1
This idea is bad and here is why:
The T34 is a trash tank, good only for being sacrificed either on ramming a heavy or by rushing arty. Some build it because they desperately need some tank support, but I think everyone agrees that is not a viable medium tank like the Panzer 4 or the Sherman.
No one is going to build one, then vet it, then ram it.
You can easily avoid a T34 ram in fact, if you see a T34 appearing in very late game, you know he's being here for ramming and I don't think you should have trouble avoiding it with axis armors.
There was never an issue with T34 rams, that was never OP, and yeah if sometimes the ram succeed and was supported, you were able to kill a big cat, so I think if being able to kill an axis heavy with actual sacrifices, team play or commander abilities are such a problem, then just straight up make axis heavies immortal.
The new walking stuka
Well, the new napalm seems good, nothing to say with it for the moment, but why buff it against tanks? The walking stuka is already god tier rocket arty (without saying that is the only one coming from the T2), and is already something to be nerfed because on the long run it ruins team games.
Now it can also deal decent damages against vehicles, why?
The OKW is an axis faction, having the best not doctrinal tanks in the game and even better doctrinal ones, without talking about all the AT infantry/support allowing OKW to blob AT guns or infantry without being punished that hard, so why would you need to make the rocket arty a way to decently damage vehicles?
In game this doesn't affect the medium or heavies that much, but it kills the su-85 since it's the only AT tank needed to be played on a line to be effective.
This change is going to weaken the soviets, already weak.
Just remove them from the game at this point, or maybe you need an easy to kill faction to bully as axis?
Penetration nerfs on allies & accuracy buff on Panther.
-I don't know why-, but this feels like people balacing the game are a bit axis only players.
Penetration was never an issue on an axis side. You are literally making the AT tanks, the tanks that only purpose is to kill tanks, not being able to do it.
Even if an axis late tank gets penetrated, it has a lot of health so 1 more or less bounce won't change anything in the outcome of the battle, since the Panther or other heavies are virtually able to kill any AT the allies have to offer.
This "buff axis armor" and "nerf allied armor" mentality is going too far, we need to draw a line and we have to draw it here. In the actual meta, the axis late heavies are always dominating and are an almost perfect way of ensuring the victory.
If someone is having difficulties playing axis heavies, the problem is the person, not the game.
Sniper sight nerf
This will make the engaging of support weapons harder, and making more players rely on arty, where the axis always end up winning because of the "counter barrage" ability, effectively making units that play themselves more reliable than units that need to be babysitted like snipers.
Why would you make an already hard style of playing harder? Is not like the sniper is so hard to kill. Also, why removing double tap on ost sniper? Double tap is micro intensive and rare enough to work, so why would you remove a "skilled" way of wiping?
Allies HT healing
This looks like a bad idea since it will only encourage people to camp on the map and spam mortars or other team weapons, and in a game where the point is to micro everything and always go back and forward, I don't think this is very coh spirited change.
Pack howitzer nerf
I am not going to blame this change, but even put the idea that almost every arty on the game needs that kind of nerf. Same range, less range for auto attacks.
Apply it on mortas, iegs and pack howitzers, please.
Arty clusterf*ck games were never fun to play.
Calioppe nerf
Every rocket arty needs a realaoding nerf, especially the walking stuka.
But not the calioppe, and here is why;
The OKW infantry vet status allows it to heal passively, making it faster for OKW on late game to join the front line (some units even sprint), so in order to push back the always faster to heal/reinforce infantry you need an always faster to reload rocket arty.
Yes, calioppe is OP, but so is every rocket arty. The calioppe is a rare doctrinal unit and an expensive one, so why would you nerf it when it does what it is supposed to do?
Fuel to battle phase 1 on Ost
Make pgrens recruitable from t2 again plz, pgrens are supposed to be rare infantry and yet nowdays it's played like an alternative to grenadiers. This is the first step towards it, keep it up!
S-Mines
I have nothing to say about this, except that what you did here is pure genius and should be your way of thinking every change. You passively nerfed and buffed S-Mines at the same times, allowing absurd wiped for allies to disappear and gave the axis an alternative to the bunker for securing a flank. This is what every change should be about; quality of life improvement for both side at the same time.
Soviet nerf
The T70 and katyusha are the only thing making soviets a viable faction.
Soviets don't need a nerf on the only thing keeping them alive.
(also plz, don't remove reload boost from katyusha, it's the only current way of wiping dirty blobs in team games, so please let it be or people will blob more).
UKF having bofors and AEC
Sound good and bad at the same time.
In 1v1's, UKF will be too strong and versatile, and in team games UKF will have too many thing to be countered when played against. UFK is already one of the most versatile factions, it doesn't need more things to build.
Comet
The +20 fuels feels excessive, before upgrading to hammer you have to spend 50 fuels, the Ostheer has to pay only 35 to build tanks of the same tier (and both tier upgrades give passives).
OKW Doctrinal armor
As said before, OKW has the best doctrinal and not doctrinal tanks of the whole game.
The only way of preventing them to appear is constantly destroying the T4.
Why would you give them more possibilities to call tanks when they already have so many?
Can we talk about the fact that sometimes you intensionally let a T4 alive in order to prevent the OKW to panic and wait for a KT?
That was done before with the hetzer, and it was cancer, so please, remove this change.
Shoutout to the very good ideas
-Reloading ability
-No tank MG firing in FOW
-Planes crash nerfed
-Light tanks crushing light
-Sandbags build speed nerf
-...
Also pack 43's can still fire trough walls, it is op and nonsense, remove it once for all plz.
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