- All emplacements need to be cheaper considering they don't have infinite brace structure anymore. We're talking about reducing every emplacement by like 25% cost at least.
- Churchill needs a major cost decrease because it can't penetrate shit by the time it arrives and it's AI is barely good. 150 FU is fine.
- Making teching more expensive because UKF can get the first tank out before any other faction
- Make base Howitzers more accurate, or increase AOE
- Make AEC cheaper
- Increase Sten gun DPS, but not to the same extent as before. Or decrease Commando cost.
- Decrease glider cost to like 50 MP or 100 max
- Decrease Crocodile price to 200 FU and 500 MP because its main gun is useless, only thing good about it is the flamethrower and HP. It's like a KV-8.
- Comet needs more AI. For a 185 FU tank, it should at least have better AI.
- Flame mortar anti-building ability is useless because it can't target HQs, so make it cheaper.
- Give the Sexton the same stats as the buffed 25 pounders
- Give option to destroy UKF emplacement for 50% resources
- If the price isn't decreased, emplacements are too weak to flames. Make them a little more resistant. They got like triple nerfed with the flame changes 1-4 patches ago. They are easy to kill with flamethrowers, flamegrenades, LEIGs, mortar, or brute force. And give them more HP considering their brace structure isn't infinite.
+1
Also wasp flamer imo was over nerfed, yeah it was nuts before but now it just dosent do enough dmg to be worth it. After all its really the only way for ukf to deal with early mgs or infantry in buildings.
They need to fix bugs with comet too, white phos sometimes not going off and causing the tank to do stupid stuff. Sometimes the normal rounds makes a sound like it should have pened the enemy tank but there is 0 dmg. |
With increasing the price the tank has to be compared to the T34/85 & Ez8, comparing to them its under performing.
OKW P4:
Cost: 360 mp / 150 Fuel
Penetration: 100 / 110 / 120
Scatter: 6.4
AOE: 2.5
Reload: 5.63
Armour: 234 / 80
Health: 640
T34/85:
Cost: 380 mp / 130 Fuel
Penetration: 120 / 140 / 160
Scatter: 5.0
AOE: 2.5
Reload: 6.28
Armour: 160 / 80
Health: 800
Easy8:
Cost: 380 mp / 140 Fuel
Penetration: 155 / 165 / 200
Scatter: 5.4
AOE: 2.0
Reload: 6.43
Armour: 215 / 95
Health: 720
We see, higher scatter means the gun will miss infantry more often. While the HP means it only sustains 4 shots vs 5 on the t34/85 & ez8. Low penetration means also that it has a hard time penetrating medium tanks (calliopes included). Compared with Armour of the Easy8 there is hardly a difference, especially when you keep in mind the that the Easy8 is considered as the best medium generalist tank in game.
Again it's just stating objective stats and comparing them. OKW P4 costs more, but has worse stats.
Edited: some wrong stats
But it has better armor and faster reload that you forgot to mention. You also need to consider the armys those tanks belong to and what they need to do for the faction. USF armor is weak they need the ez8 to be able to beat p4s and it should as they have weak AT options. OST has the best AT gun in the game as well can have shreks, and okw has raketen which is effective against the ez8 and of course early shreks. p4s are fine leave them alone play the patch first to see how fast okw p4 arrives.
EDIT: also both p4's have way better AI capabilities. The e8 might get a lucky shot every once in a while but every tanks does, in general it sucks against infantry I use it all the time. |
The Ostwind seems pretty lackluster to me. There is really no situation where I thought, gee, I wish I had an Ostwind right about now to deal with this infantry. It is not strong enough to justify buying it over the P4 in anti infantry power.
If you compare the Ostwind to the centaur, they both have the same fuel cost but the centaur is far better. I think the Ostwind needs to be brought in line with other AI vehicles. The only other stock anti infantry vehicle Ostheer has is the Brummbar, which while good, is in a much later tier. Since Ostheer has no decent AI light vehicle like the Soviets, USF, and OKW have, this medium AI tank should be buffed to fill the missing role.
What are your thoughts?
Edit to add:
I vote for an increase in the reload speed and fire rate. The Ostwind performs alright when it is actually shooting, but the incredibly long reload leaves any target it is shooting at a long window to run away or turn to fight it while it does nothing.
The centuar WAS far better then it got over nerfed as usual now its useless. Shrek mobs just laugh at it, on the other hand if your allied infantry against a ostwind you have to retreat. Not the case for shrek mobs against the centuar thanks to it being over nerfed. |
See this is the problem with allied players. you just rely on cookie cutter builds to win and have no strategy of your own. if he has 10 volks with shreks the least you can do is build 10 rifles/IS (when their popcap is fixed) or shocks/guards to counter it. supported with some mg's i would own this shitty strat quite easily.
But no this level of gameplay is to high for most players it seems. This also the reason why allied players are losing their shit at the moment: their cookie cutter build is not working because of the early luchs forcing them into early AT.
The okw has not changed much actually, But the 100% fuel income has ensured that fuckups against the okw is no longer possible. i have seen games in the past where allied players where losing tanks by the dozen and could still win. but now this is no longer possible. lose a tank because you went commando with it and you will get punished for it
Lmao none of that will work because of mp bleed, pop cap, and veterency bonuses, and the FACT that you will be out caped giving okw an overall better resource income. Ultimately allied infantry will always lose to volks in the end pure infantry vs infantry because they take no dmg especially vetted up, shreks big like crazy, and can just sit on the vps and ignore everything other than maybe a calliope.
MGs DO NOT WORK against volks, all allied mgs do not pin fast enough you must be thinking we have mg42 or 34s. Thanks to relics idiot move of giving incendiary nades to volks MGs are completely useless.
In 2v2 I managed to take out a JT with 3 ez8's on a well played flank guess what? 2 minutes later he had another one. There is no reward for taking out any OKW super tanks anymore. No way allied factions can keep up with there tank production unless they drive there tanks into AT guns one after the other.
If we make that much infantry what are we going to do when a KT arrives in 15mins? It wipes squads like none other then we will have 0 mp to repair hurt squads let alone field counter armor.
This is a joke revert the shit back you cannot take a faction that was designed on gibbed resources but highly effective units/abilities with out changing cost, effectiveness, maybe even mechanics of EVERY SINGLE UNIT and tech structure, call in, etc.
Bring old resource income back and tech cost.
Leave volks buff.
Move incendiary nades to strum ( what axis fanboys themselves asked for )
Then go from there.
AND FIX FUCKING UKF RELIC THAT I PAID MONEY FOR. |
Once again I claimed, 4v4ers (especially those are laughable that even having higher losing count than wining) should GTFO from balancing argument, because of their "godlike" skills, and their laughable attitude.
Goliath cannot wipe a single squad unless it is at the middle of the squad formation, your slow reaction is the thing you should blame.
Also, argument of having a ambush unit behind a corner of the wall being OP, is plainly stupid. Shocks, Commandos, PG, IRSTG Obers, they all can ambush with the same way and wipe in merely few seconds. You take the risk while you point your squad into potential killzone, period.
Nope I was talking about 2v2 (which is what I base my balancing arguments about) like hummelsdorf and ettlebrook.
WHAT?! it had to be in the middle of a squad? BULLSHIT. no it does not and if it is sitting right behind a building and you come around the corner you will have ZERO time to react to it. So because they might have goliaths i have to spend the whole game only fighting where it is open and no cover or buildings where they can pop out when i come around a corner and insta wipe? The other units you listed give you time to retreat. Using goliaths this way leaves you no time to retreat. |
There needs to be a hotfix like now. Pretty much unplayable. HOW DID THIS GET BY THE BETA TESTING???? Either relic does not listen so there is no point of even having a beta test and participating or it was tested by 90% axis fanboys.
If only alex was still around to bask in the glory and to tell us how the charts are fudged and not only that, but opkw is underpreforming.
|
Thank you Major, it is so disparate but great to know out of four page finally got someone sense making to verify what I claimed.
Of course I know how to use the Goliath under this "setting", you must utilize the true sight mechanism or wait at retreat path and Alluluchewbaca the retreating blob. What we did back in COH1 does not work anymore. It is ridiculous though, the demo must require a sweeper to spot, but an A-moving squad / blob can AUTOMATICALLY spot the cloaked Goliath and finish it before the Goliath retreat or reaching the squad, is strictly stupid.
The cloaking mechanism of Goliath should encourage the Axis player setting up a trap and decimate the bad blobbing player, but it ends up punishing the Axis player wasting 100 muni by doing the correct and intended way.
They need to remove or greatly reduce the distance of an infantry squad spotting the CLOAKED Goliath, and make sweepers detecting it.
lmao "it punishes the axis player". If you put it behind a building like I said above what is going to stop you from wiping my squad? I will have a split second to react and the blast radius is huge so still not going to matter. |
It is broken as shit if you are in ANY map with buildings especially city type maps all you have to do is hide it behind a building then boom dead squad. There is 0 way to know that it is there, unless you can see the future you will not retreat in time before you get wiped. Who cares if it cost 100 munitions when it can easily wipe my rifle squad with two bars. Who won there? and it is fast enough to sometimes cut off retreating infantry.
Lets be realistic other than early game you cant fight axis infantry with just one squad your going to move to use mulitple units and often times close together because of like I mentioned narrow streets things like that. It has 0 counter other than driving and clear open territory, but even on those maps there is always a few buildings to hide it behind where it becomes unavoidable unlike demo charges |
If there going to fix anything fix it so the weapon racks are always closest to the front of the battlefield thats annoying to have to run to the back of your base more so for USF base. |
Since Sturms are the only unit, apart from volks, that have voice lines for shrecks I support the idea of giving shrecks to Sturms (120 for 2 shrecks).
Alternatively, shrecks could stay on Volks as a snare.
>90 ammo to unlock the ability to fire shrecks
>same cooldown/range as PzFausts
>same pen/damage as normal shrecks
No more A-moving Volks blobs rekking tanks
+1 but if you give okw a snare then I think you have to give the brits one too. This would make vehicle play more annoying for both sides. If they moved shrek to strums and volks couldn't A-move tank wreck, it would make vehicle play more fun for both sides. Then give volks maybe an AI upgrade. |