Lol I remember when USF was unplayable because 50 Cal couldn't suppress and once Grens hit Vet 2 they would get their ICMB rifle grenades and nuke you from across the map before you could think of suppressing them.
the """""""low"""""" damage grenade still does """""""low"""""" damage, .50 cal can kinda supress now though |
faction was build arround a gimmick (emplacements) which was op and got nerfed to the ground, then they somehow had to rebalance the faction |
I do not agree with that.
If the MOD team has bigger issues to deal with it because with each patch the create new issues (see super heavy meta).
A single patch that fix a large number of issues a like vet bonuses, vet abilities, xp values, reinforcement speed and times, reinforcement cost and simple thing like bulletins would be far more useful than a patch that simply nerfs an op unit to oblivion and buff a obscure unit to OP level.
This 100% |
Because those should have been stock?
it was stock but it wasnt fun for ost, being hit by phospor 24/7 isnt very fun |
The issue is that when they were 480hp they were given many tools to survive like that, then they cranked up the health, increased the price and called it a day leaving a unit with average durability but vastly above average mobility making it extremely durable. It would be like taking grens, slapping 2 extra models on them, adding 20mp and calling it a day while leaving their lmg, med kits, damage reduction ect. Except they also have an ability that gives them bonus DPS and for some reason the lmg can fire on the move.
Many tools? like combat blitz? smoke screen? jacksons sucked back then they couldnt survive anything |
In general, "1-click" counters need to be removed. Ram+Off map, like any other "1-click" combo, is OP by any definition; once clicked, there's no counter. The targeted vehicle will take massive amounts of damage - often enough to destroy a 720mp/260f/15 point vehicle.
Anything that powerful needs to have counter-play available AFTER the attacker has "clicked". In most situations, powerful abilities/combos like this have counter-play options - this is one of the few exceptions. The problem is, it's the combination of two abilities that makes it so devastating; so we're left in a situation where one needs to be nerfed a disproportionate amount in relation to its individual power.
My preference would be a ram nerf, as the off-map is currently in-line with similar abilities. Ram should likely be adjusted to have either much less range, be a "skill-shot" (i.e. straight line), or (as suggested by Stormjager) have different effects based on the targets remaining HP.
The game has been changed and improved over the years, so the bar for 'balance' or 'quality' has risen. What was once acceptable isn't anymore. Ram+Off map was likely always OP, it just wasn't as OP as other things at the time, so it wasn't discussed that much.
Furthermore, Stormjager's suggestion doesn't remove stun - it just changes it so that the target vehicle needs to be damage first. Ramming a 50%hp vehicle, for example, would behave exactly as it does now.
Might aswell just give the t34 an actual usefull ability , sov okw and usf and tbh i always laugh when some idiot makes a t 34 |
I'm gonna say the same thing I said months ago and I was ignored because I was not rank 1 but neither is anyone on the balance team so I'm gonna keep saying it:
Ramming a full health heavy tank should not result in a stun of any kind.
Put a threshold at like 90% HP. If the heavy tank is like 90% health then stun should have absolutely no effect whatsoever. This will preserve the ram and off map combo as a very viable tactic, so no big nerf, but it will allow the Axis player to avoid losing his heavy by being conservative with it and preventing it from being exposed when damaged. This will end the cheese of a t34 suddenly appearing for a suicidal sudden ram and ending a heavy instantly.
This is BY FAR the best solution.
im going to post the exact same bullshit excuse that i got when discussing counter barrage.
why remove something from that game that hasnt been a problem since nearly 5 years?
sounds like a L2P issue to me, just screen your tanks. ramming is the only good thing a t 34 can do.
removing the stun will make the t 34 useless |
The T34 + Ram combo is far too effective against heavy tanks in 2v2, in particular the OKW heavy tanks like the King Tiger and the Jagdtiger that, once rammed, can't escape the subsequent indirect (either IL20 or rocket strafe) because of their lack of speed.
It is ridiculous that ~3 minutes worth of fuel income and munitions income can take out 9 minutes worth of opportunity cost and fuel income. It is also especially egregious because it has effectively no counter; once the ram begins, every heavy tank the axis get other than the Tiger will die to the combo; this is partly why the Tiger is essentially the only heavy Axis tank built in high level 2v2s.
Possible ways to balance the combo:
- Remove Ram. I would recommend this the most: The T34 is an excellent unit that is about as effective as all the other mediums in the game, and soviets have excellent late game besides the T34. The T34 does not need ram. Ram is an artifact of the era in balance when T34s were half the effectiveness of the Panzer 4 and most of the soviet late game AT would be dealt with AT guns, heavy tanks or the SU85/76.
- Remove the stun from Ram; it now only slows for a set amount of time, enough so that a heavy tank can escape on a standard 2v2 map before the indirect hits.
- Reduce the amount of damage the rocket strafe/IL-20 does to heavy tanks. I don't like this option beacause I think these abilities should do lots of damage heavy tanks, it just becomes unbalanced when paired with an ability that makes these indirect options unavoidable.
Nah its fine, its been in the game since release and has never been op, the t-34 is garbage in genera. maybe dont attack move your heavy tanks to the front |
Someone mentioned stuff like bulletins adding a one off ability like infiltration for pathfinders etc
This sounds better to me but would be too much of an overhaul at this point
They tried that when brits before they got released, mortar pit would have had different shells depending on your bulletins
-heavy rounds, high damage small range
-light rounds, low damage high range
-phosphor rounds
theres a good reason why it was cut |
Thats sounds brutal. Is there a video what that was?
Tried to find a vid but couldnt find anything, but it was basically 21% increased range on the molotov |