To be fair, in the first patch of the March deployment 1.0 we had to deal with uber Ostheer and Pio spam for a whole month. When Ass engineers were buffed they were hot fixed that week.
dont forget about the kubel also |
it is not about when the first tank comes out. i agree with jadame that cache does add some depth in quickening the pace in exchange for a price of part of a unit. but it still does not change the fact that it is offensively cheap even from 2v2+ and helps teams shit fuel out of their ass. what happens when you see a jagdtiger/KT/ISU/IS2 wielded by a good team. you make a move on it. but by the time you are able to make a move on it, which takes time, the user would have enough saved to just call in another one most of the time. i personally do not like that.
But im saying that the units remain the same. Axis still have stronger armor. Delaying their entry into battle doesn't really help balance. More game time with medium tanks should be good though.
I think the problem you are describing is more of a faction design/ call-in system issue. Most of the tank call-ins are much more potent that non-doctrinal options. If all factions were like USA or Ostheer (they can win with their non-doctrinal stuff), then we wouldn't see such spam of heavy tanks (KT non-doc though :/ ) |
RESOURCES
I think it is wrong to blame the resources and caches for messing up 4v4 balance. Some of you are acting like if we tone down resources or remove caches, the game will be magically balanced. Let's say we delay the KT or IS2 by a couple minutes, what happens when they do enter the battlefield? It will just be the same result as it is now. People will complain that they are getting defeated without the chance to bring out their late-game stuff. Remember when OKW came out? People complained that they had too weak of an early-game that they could never get to their supposed amazing late-game.
I agree with Jadames' posts
I believe that one thing is wrong with the resource system: 1. manipulation of resources (mainly applies to Luffwaffe Supply and OKW). Like others have said, it is ridiculous that you are using an ability to boost a faction's fuel income, but they OKW are supposed to be HANDICAPPED.
Soviet Industry also messes with resources, but it has an extreme drawback (you will be very short on MP late game).
MAPS
Okay it already has been said earlier but i will mention it again. Some of the maps are not very good. Some of them are imbalanced (Rostov....) and some of them are designed poorly. Most maps are very "long" meaning retreat distances are very lengthy. Factions with forward retreat bases are at a massive advantage (OKW mainly).
Maps don't really allow for flanking, or maneuver. Most of it involves players clashing over a srongpoint. Players throw their units along a small area. This usually turns into a grind fest for important points. It would be nice if the maps had more contested regions like someone said earlier.
BALANCE
Okay i hate turning this into a "nerf Axis" thread but it is generally acknowledged that they have an advantage in 4v4.
1. Kubel
This unit is extremely strong. I think it is way too good in 4v4. In 1v1, the maps are smaller, so if you have to retreat, you won't be losing much time. However, 4v4 maps are much bigger meaning that a Kube pinning your guys generally means instant loss of a point.
The Kubel is very fast unit that can GET TO YOUR FUEL OR CUTOFF BEFORE YOU DO. It also acts like a machine gun, so it is xtremely easy for an OKW player to get an advantage in the early fightts.
2. Luffwaffe Supply
Map control isn't very important in 4v4 because the maps are not 1v1 maps X 4 size. This means you don't need as many units as a 1v1 to get some decent map control.
This doctrine exploits that characteristic because you can spend a lot of your MP to drop fuel. Some maps are a fuel point close to base, making this doctrine uncounterable. OKW gain an enormous benefit from this doctrine.
3. Close Air Support
Destroys all on-map artillery. Pressures the opponent into microing better (okay this is not a big deal but considering the ineffectiveness of AA, i think this doctrine is unfair). This doctrine is also hard to counter. Shooting down the recon plane helps but the AT strafe and regular strafe are nearly impossible to stop before the attacks happen.
4. Axis Heavy Tanks/ Lack of Heavy AT for Allies
Axis factions have a ton of heavily armed and armored tanks like the King Tiger, Elefant and Jagdtiger. They can also equip the Panzerschreck, which is extremely deadly to most Allied tanks.
Now i am fine with Axis having those heavy tanks. It is alright that Axis tanks usually win frontal engagements. The next alternative is flanking. HOWEVER, it is much easier to control one heavy tank than multiple, weaker, tanks like the Sherman, Jackson, or T34. As soon as you lose one of these vehicles, your force is automatically weaker. Don't forget that the Axis have better AT options and Allied tanks are weaker.
It would be nice if Allies had more RELIABLE ways to fight Axis heavy tanks rather than relying on offmaps to hopefully land on the opponent's tank. |
This is a self contradicting statement, by any measure almost every unit in the game is great, but most are cost inefficient.
performance and cost efficiency is a little different. brumbarr can wipe squads well and has some decent armor. |
just close this thread, op said it was for trolling purposes |
i think the sturmpanzer is a great unit. I think it could use a cost reduction though. |
If anything, SU85 could get some pathfinding improvements.
I wouldn't mind it seeing it get the Jackson treatment.
Increase pen, lower damage. Gives it more of a chance vs end-game heavies (tiger, king tiger, panther, jagdpanzer) while preventing it from completely dominating t3 play (p4, ostwind, luchs get a bit more time on the field)
Increasing mobility or front armour on a unit that has very high sight range is going to lead to trouble. It's a TD that doesn't need spotting, hence it must remain fragile.
i think the su85 is quite balanced versus ostheer t3. It takes like three or four shots to kill the luchs even. |
well it might be search ratios mean nothing in terms of balance.... in 1v1 and 2v2, but don't think so for 3v3 and 4v4.
I remember there were a couple (?) big threads about this 6-7 months ago. People on here widely believed that Axis were just "cooler" and "preferred". Then Legends showed us stats about factions, games, and winrates. Axis (in 3v3 and 4v4) had hundreds, almost thousand more games played. Also had absurd win rates like 80-90%. And the theory where people just "preferred" Axis was shot down. |
It needs more accuracy againts infantry, it misses way too much compared to the PIV and sherman which cost very similar. |
It is really difficult to add a new Axis faction that did not survive until 1944 or 1945. It would be difficult to make it competitive because there are Jacksons and IS2s in the game.
i think it is also a poor decision to split multiplayer into "early-war and late-war" since the playerbase is already so small. it would take ages to find matches. |