1v1 Allies mostly OP. 2v2 allies/axis OP depending on map/build order. 3v3 - 4v4 depends on skill level/map/counters, but usually if Axis is smart they can hold their own.
That game balance.
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Somebody get kaitof and alexandzar here; that way this thread can reach its final form.
Not quite.
We still need a "brief" game overview from Quentin to tell us what both teams did wrong, and how he could beat them single handedly.
Only then will the thread be complete. |
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Because
1)I have a lot of time at work to do it
2)I like shooting down stupid ideas which we have plenty around here, not saying con late game buff is stupid, just saying I don't believe in it.
You've basically just admitted, in not so many words, that you're:
1. Bored
2. A troll
A bored troll. Hmmm, what could possibly go wrong?
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Well if you believe Relic is so intent on not making any changes, why the hell do you post here so often?
Seriously, the logic displayed by some users is just unfathomable. |
This is a Cons thread. Make one for the Penals, if you so wish.
Buffing Penals, does not change the fact that Cons are garbage late game. The whole point of this latest patch, is to give all the factions more strategic options.
Making soviets build t1 is not giving them extra strategic options. |
Well thanks for explaining the reality of the game Kati, but it's change we need. I'm aware of the short falls.
I also added a line in the original quoted post about plane models.
Two click counters need to be gone, or they need to have a chance at failure (which is what I'm suggesting). Currently, they are too efficient, and there is a whole doctrine that is basically uncounterable, except for "move your shit", which isn't a counter at all. |
I don't think the HP needs to be increased for howie's of either faction. If a bombing strike gets through, it should be rewarded.
What needs to happen, is a chance for every faction to have a chance at counter playing bombing strikes by aircraft. This doesn't mean off map arty strikes should be countered. They are generally very expensive, and are also RNG dependant, unlike most bombing runs, with a long period of time to get units out of their way.
The Stuka dive-bomber needs to have a model to shoot down, so too does the soviet fire bomb.
What's the point of having AA units, if their only role is to counter infantry based squads? AA units are way too ineffective against all aircraft (except the lend lease call in, which is just LOL worthy).
I remember seeing Relic designers saying "a ML20 is a hard counter to the slow moving Elefant", yet the best Elefant doctrine comes with a recon plane and bombing strike, that cannot be countered. Where is the sense in this?
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Oh the pots and kettles in this thread...
Can we stick to topic please? Loads of good suggestions get buried thanks to personal vendettas. |
First things first. With the sandbag nerf (which was justified), the received accuracy penalty needs to go. I would say it should be negated at vet 1 or vet 2, so that OKW don't get over run too easily early game. I'm not sure at what vet it needs to go, it's going to have to be tested and paced.
Once that is gone, let's play with them, and see how things turn out. I'm guessing they'll still be fodder at late game.
If they are still bad late game, how about a bonus in cover at vet 3, akin to Ostruppen? That way, a spammer will still be punished for silly play, but someone with at least a little micro, will be rewarded for keeping them alive.
Or if versatility is a thing, how about enabling them to build mines at vet2, and tank traps at vet 3? |