I think people don't seem to understand how much of a fuel sink Stukas are. OKW players should only be getting one if they are absolutely forced to by blobs or sim city.
If you get one with out a need for it you will just be blowing your fuel and get eaten by fast medium tanks.
This is a team game okay? You can coordinate with ur teammate to compensate your lack of AT capability if you get an early stuka. I always rush a stuka after a panzerII and build op stealth ATGs to protect my stuka even though my teammate is not well-prepared for tanks. You simply don't seem to understand it is considered even worse for ally to rush rocket artillery. If SU rush for a katyusha, it sinks even more fuel and MP than axis but still get a less powerful rocket artillery later to change the battle. Obviously, Axis's team weapons and simcity simply have a larger survival gap than ally a lot due to the late arrival of ally rocket artillery.
Ok, prove that these are facts and not just personal opinion...
I think facts like Stuka arrives earlier, ally get none non-doctrinal rocket artillery except katyusha, should be common senses. Why don't you just play the game yourself to obtain these basic information instead of asking someone to waste time to prove it to you? If you can disprove me, you are welcome.
If you are losing to OKW infantry in lategame, may I suggest:
Rocket artillery
double-upgraded infantry
off-map artillery
on-map artillery
snipers + micro (hard, i know)
Medium tanks (used defensively)
strafing runs
shock troops + for the motherland
Rangers + use of truesight
learning to play
Rocket artillery(Only katyusha is non doctrinal on ally side, while axis can access stronger ,more effective, reliable rocket artillery earlier called OP stuka)
double-upgraded infantry(axis every single weapon upgrade is more effective and dont havw to pay extra tech cost and be able to upgrade on field and can preserve more munition for off map ability)
off-map artillery(most of the axis off map is stronger while cheaper)
on-map artillery(axis mortar dominant dps, isg dominant range , stuka dominant all non-vehicle artillery of ally and all of them are non-doctrinal)
snipers + micro (axis's sniper is more effective)
Medium tanks (elefant and jagtiger comepletely forbid ally medium tank defensive play)
strafing runs(Dont you know SCAS is cheaper but stronger than p47)
shock troops + for the motherland(sink munition everytime to close the gap of ultimate long range fire power of axis is meaningless)
Rangers + use of truesight(strum can use the same tactic to tear you before you can get ranger)
Walking stuka:
If you want to make it more usefull in 1s and not so powerfull in teamgames move it to t4 and add mortar ht in a t2. Therefore there will be a earlier counter to units in buildings and support weapon spam (effective but not insta wiping entire army). Stuka would be a more powerfull but harder to get arty for the later game.
Calliope:
Can't you just make it like Sturmtiger? Cannot move while reloading (and reload must be order manually) other option is to for example decrease the armor while firing and put it behind tech. Problem with this unit is that hard to counter, cannot be counter by barrage, dive is risky becouse of high HP of a unit, ju87 loiter won't kill it in 1 volley (you may say it cheese and abusing but this combo flare and loiter is enough ammo investment - and also need a good cooperation). Changing it to katiusha type of fire won't hurt also.
Not saying all changes must be done in same time but there are best options imo.
Firefly and JP4s are okish imo, remember those units can be easily flanked and you already made changes in cammo system. Tulips costs 100 ammo so it's fair that they can immobilize the tank for a sec.
I would argue if JT/Elefant changes are really needed. Topic is deliberated
Aura effects
We should remove/reduce the effect of the following auras on teammates:
- Soviet forward HQ (just make this ability like 3CPs and it will be ok)
- P4 command tank
Remember this is a teamgame, so a team gameplay, a cooperation should be rewarded, you cannot remove any buffs to your teammates becouse it kills the teamplay spirit.
Other ideas sound decent, should help but tbh if you want to make teamgames more balance just change the map pool becouse it's horrible (at least most of it).
Build isg if u need indirect fire. OKW alreday have too much tool . It should be like USF that have to give up .50 cal if it choose captain. Stuka appear in T2 is totally unresonable.
as someone who is in the top 50 4v4 for like 4 months, you are so wrong...
people don't use CAS, stuka loiters are also very rare.
same thing about crocodiles, brits normally go for air supremacy or arty cover.
axis is always spamming MG/mortars(leigs) then rush WM T4/stug spam and OKW goes for panthers and KT.
and in some open maps like hill 400 and steppes shit like AAHT is also used (and the thing is damn near impossible to take out before flaktruck arrive) effectively closing a big chunk of the map.
OKW lefhs are also widely used. and the thing is a direct counter to katyushas.
also, sniper spam on both sides are really effective now that all light vehicles are shit against snipers.
As someone who is in the top 10 4v4 for like half year, you are so wrong...
I'm making this post give a glimpse about how we (the balance team) feel teamgame dominant meta could be changed to be more fun and more diverse.
Part of the reason I'm making this post is to openly declare our intentions to the community and get some feedback.
Preface
Highest priority changes
High priority cheese
1v1-affecting cheese
Good-to-have stuff
Good changes, I agree all of them! Cant wait to see!
Some more units/abilities are needed to be addressed:
1.Conscript toooooooooooo weak,may be initial cost cheaper to open more viable choice for SU opening.
2.Stuka arrive too early considering all rocket artillery average arrival time.
3.SCAS still stronger than P47 while cheaper.
4.Heroic charge, you understand.
5.PM 81 really need slightly buff
6.Volks build time or initial price increase, because OKW early game always out-number (e.g. 4-5 volks +1 strum vs 1 rear +3 rifle) other factions which give them absolute advantage in team game.
This video has proven stuka is an overpowered unit. A katyusha will never be expected to even damage the troops inside the building no matter the player react to leave or not!