The forward retreat point cooldowns are counterproductive and I hate them, especially the inability to toggle it off. Terrible, terrible idea. Please revert. I can live with the FRPs coming later, but not this cooldown BS.
Also, I'm going to suggest a new change that really needs to happen. The British Royal Artillery ability should require line of sight to work. I'm so sick and tired of endless flares and anvil arty on my medbay and howitzer that has literally zero counter. I cannot believe this hasn't be fixed in all the time the British have been out. |
I think it's hilarious that they bothered to revert the cost of the flame Hetzer, but didn't bother making the unit useable in any way. That piece of garbage could come out at 3 CP and it would still be worthless. I don't know, maybe it wasn't included in the scope, but still.
I also don't particularly like the look of the new Walking Stuka. Taking out team weapons is basically its entire purpose, because hitting moving blobs is much tricker with the old Stuka. Maybe the new scatter will make it function more like a standard rocket arty piece, I don't know, because I've only used the new Stuka at all a few times in AI matches. Still, I don't think the Stuka needs such a radical overhaul at all. |
[citation needed]
The OP hinted at it. I went looking for a thread detailing future changes but I can't find one. I hope that means the OP is wrong.
I still stand by that people have suggested far too many retarded radical changes on the forum, though. Though I will say that the past couple balance patches have been mostly good, but I can't help but bite my nails every time I look through balance threads. |
Wait, they're even going to take away vet 5 on OKW units? Goddammit, Relic should never have handed balance over to the community. Guys, stop trying to radically change the game. |
I think everyone should just get them. They're a risk/reward feature since you can easily arty them, and they help to alleviate the bore of retreating on massive maps like General Mud. |
I've looked through the map list several times now and Rzhev summer is totally missing. Is this Relic's idea of "fixing" an imbalanced map? It was totally unfit to be ladder, but it was a fun compstomp map to screw around on. Goddammit. This reminds me of when they took 2v2 out of Kholodny in custom games. Can we please have it back? There is literally zero reason to remove content from the game. WTF. |
Imo emplacements just need to be restricted to one of each type (one mortar pit, one bofors, one 17 pounder) unless the player has the advanced emplacement regiment. This way the brit player can still lockdown one vp/a good part of the map and make a proper army to contest the other two vp's.
I actually disagree with this. I think their survivability needs to be tweaked, and the Bofors needs to cost more fuel. That alone should be enough to fix it in my opinion. With survivability, that especially means adjusting the doctrinal abilities that buff emplacements. |
Thread: Maxim.31 May 2017, 05:54 AM
The new Maxim is worthless garbage, and I'm saying this having mostly played Axis since the last patch. You can literally just run your volks up to one and throw an incendiary grenade in its face. It takes a long burst and a half to actually suppress you, and even more to pin you. Almost every Soviet player nowadays just spams penals, and I can't blame them because it's the only strategy that works anymore.
That said, I actually like the new Maxim. I like the wider arc and the new vet 1 ability. All it needs is a suppression buff. |
British emplacements, particularly the Bofors, are so cancerous in large team games. They're somewhat manageable on their own or in smaller games, but as soon as you pick the doctrine(s) with the extra emplacement health and/or auto-repair, multiple well-supported emplacements become f'ing invincible until you get tanks. It turns areas of the map into free Allied territory until the Axis tank hordes start rolling out.
Stukas do nothing for some reason. Le.IGs and mortars are okay if they don't just keep auto-repairing it and repairing with anvil engies. I've had games where my teammate and I collectively had 5 light arty pieces and we still couldn't kill one Bofors among several because of the repair + brace (not every game is that bad, it depends on how actively they repair).
If Brits push you off a fuel point early game for about a minute and set up a Bofors and a pit, it's essentially a no-go zone for the rest of the game until tanks come out. Emplacements need some serious rework. It's such a braindead strategy that works way too well for how little effort it takes.
I remember a specific 2v2 (and they're nowhere near as bad in 2v2 as in 4v4) where I had a Stuka and a howitzer + off-maps bombarding 2 mortar pits, a Bofors, and a 17-pounder all lined up perfectly for Stukas every second they were off cooldown and I still couldn't kill them because of the cancerous emplacement doctrine. It took 30+ minutes into the game before even a single pit died. It was ridiculous. I even fired a stolen AVRE shot at the 17-pounder when it had ~1/3 health, and it braced, survived, then repaired to full health in less than a minute. We did win that match, but had that been a 4v4 where Brits could do that shit on 2 VPs, it would have been a different story.
Absolutely broken. Anybody defending this is just wrong. I don't want to hear people's theorycrafting about how I need to l2p. It feels broken even when I do this shit. I'm not saying I can never beat it. I'm not even saying it has literally zero counter-play. I'm saying it takes too little skill for such a high payoff, and that's a problem. A strategy doesn't need to be "literally invincible" in order to be too strong. About the only early game strategy I find really counters emplacement spam is the mortar halftrack w/ incendiary rounds. |
The fact that anybody actually thinks OKW base structures should cost popcap has me extremely worried that the community is in charge of balance now. |