Thank for taking the time of reading such a long post.
I didn't want to nerf USF in the first place, actually I have posted multiply times that imo the USF power level should not change but that other factions should be toned down.
On the other hand if USF is redesigned without to have no disadvantage in tech, imo it should have a tech tree that is balanced around Ostheer tech tree.
Yes I have.
I would appreciated it if balance debate where not turned into personal issues especially in feedback thread.
I don't know anything about you or what factions you play so don't take this personal. Most every time I see one of your suggestions for a "buff' or change to USF or Soviets, it's really a nerf that you call a buff, like the suggestion above.
Relic is about as likely to remove the "free" Captain and Lieutenant as they are to remove emplacements from UKF. They want to factions to remain somewhat unique. Also, there seems to be pretty good balance between Ost and Soviet so any changes that they do is likely to be with the intent of bringing the other factions to that level. |
Time to burn is definitely dependent on the building. Large or stone houses take much longer iirc unless there was a buff I missed
Correct - stone was usually around a minute and a half to two minutes while wood was more like a minute to minute and a half. There is some variation in time but I don't know why. When burning buildings, it usually looks like nothing is happening until the building starts smoking, then burning. When it starts burning then it goes down relatively quickly. Once it starts burning, you can do other things. Relic did a good job on the animation for burning buildings. Two flamers cuts the time in half.
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Exactly and my original point isn't that we need demo, but it's little sad that neither axis faction can't just destroy a building they want without spending a lot of time from some random mortar or trying to burn it down.
Either increase the grenades they have to do more damage to buildings or something.
There was a time when some of the Axis grenades destroyed buildings. It was nerfed out and shouldn't come back.
I did a little testing and found that Pio's can burn down most buildings in 1 to 1 1/2 minutes. At some point, the building starts burning and the engineer doesn't have to attack it anymore. Buffing the flame damage to a building so that it only takes 45 seconds to one minute to start on fire would be fine. As a counter, make it so that if an engineer starts repairing before it burns down then the flames would get put out.
I think my problem with this, and a lot of the other threads, is the premise that if any of the allied faction has something, then all axis need it. USF doesn't get non-doctrinal flamers, advanced medium tanks, a heavy tank, rocket arty (and even the one doctrinal was nerfed into uselessness), non-doc elite infantry, a super TD (doctrinal or not), etc, etc. |
I'll add that partisan spam is still a thing on maps with lots of building, like moscow outskirts.
I don't play a lot of soviets, but every time I have a teammate who spams partisans, they eventually run out of manpower and collapse, usually without killing much or doing a lot of damage. |
So why exactly was the t70 nerfed again ?
so T-70 vet 3 recon is OP
But vet 222. + scope is fine?
In a doctrine with a heavy hard hitting TD to boot. And if we wanted to tackle recon issues, why arent we tackling the proper offenders like Spec ops flares? why is the t70 only one that gets these nerfs?
The 95 sight was reduced to only 3-3.5 more range than a veteran 222 WITHOUT spotting scopes and no specific ability for it.With scopes it only had 4 less than a veteran t70 on recon.
I watched one replay from some top players, one side got a Vet 3 T-70. It turned into a major problem for the other side because it was almost like a map hack, and much better than a IRHT. Think of it this way - with the sight that it provides, everything that you have will be firing at its max range, and you'll see every opponent's attack long before it hits you. |
You totally miss the point that axis have no early to mid game real ability to destroy buildings or just garrisons like allies have. Brit infantry have some AP ammo that having building to building fights you will always lose to them, there are strategic buildings that are better that they are destroyed than left standing against you.
I usually have Feuerstorm in my loadout as OKW or one of the commanders with the MHT in as Ost. I do sometimes have problems with Sim City or FHQ (especially since the nerf to the Walking Stuka) but not sure if a demo would really help. I'd much rather have better damage to buildings from LEIG's, Walking Stukas, or MHT's incendiary rounds, particularly against FHQ.
If I did get demos, I'd mostly use them in 1v1 on certain buildings like the ones that overlook the center VP on Crossroads, or some 2v2 maps like Rails that have buildings by the fuels that can be annoying if the other side gets them. |
More likely:
Never use
Bitch they are too expensive because Axis actually have things to spend munitions on unlike Soviet...
In watching most of GCS2, I only remember seeing them planted on the "friendly" side of buildings for a chance at a squad wipe in a wooden building. Even then, you'd have to be watching it and hope that you notice the squad in the building before they notice the demo.
Also, the premise that Axis need it because some Allies have it is interesting. If that is the case, then both Soviets and USF should get non-doctrinal advanced medium tanks and heavy tanks. |
What´s the reason of putting Pak Howi behind side-tech? Doesn´t make that much sense to me. It would be fine if it was just unlocked after you get your Captain out. Against Ostheer you need indirect fire relatively early to deal with MG42s. It´s not really viable to get Pak Howi for that because it just arrives way too late.
We played around 10 games with the revamp patch. USF seemed good in 1v1. The earlier officer squad makes a real difference. So does the availability of AT options in every tier. I don´t think there is much of a problem with the changes in 1v1. Generally positive IMO.
In 2v2 USF still seemed pretty bad though. Not sure if the revamp mod will make USF a viable 2v2 faction, I guess UKF and Soviets will still be better than them. The problems that USF had in team games aren´t really solved.
I think the point of the mod was just to fix USF in 1v1. This mod might help the USF a little in the early game in team games but doesn't address any of their late game problems. The don't have good answers to the Ele/Stupa/JT/KT combo's that you see on maps like Red Ball. Nerfing the Calliope into uselessness definitely really hurt because it used to force infantry to retreat so that you could possibly push off the armor with infantry.
The Vet 3 RA nerf had a noticeable effect on rifle squad survivability in 4v4. Losing those squads really hurts because Vet 0 rifles versus even a Vet 0 Ober is a joke. Also, it used to be that players would replace rifles with RE's late game when RE's only cost 160, realizing that they were likely to lose them anyway but could at least cap with them and possibly equip with a bazooka. Now, at 200 mp with a high likelihood of being wiped they really aren't cost effective any more. Reverting those nerfs might bring USF back into parity.
Alternatively, Relic and the mod team could make a tech change that might help a lot. The Pershing doesn't have the same impact in 4's as it does in 1v1's, but making it non-doctrinal would probably help (similar to KT). It would have to be tied into unlocking all three officers plus the side tech, and possibly another side tech from Major so that it can't come out before KT in a 1v1. The Pershing from Heavy Cav could then be replaced with an Easy 8 (preferably) or 76mm Sherman. |
One could test making the RW work as hand held rocket AT weapons.
High mobility and response times with less penetration/damage and deflection deflection damage. More like an AT squad with longer range.
I think that is what was intended, but really I'd just like a reliable AT gun. It seems to get a lot better with vet, and works a lot better than it used to (forget what was changed in the last patch), but still isn't that great. |
That's because the USF AAHT comes in Tier 2 and costs less fuel, and therefore comes much earlier when there are far less counters available. The USF AAHT hits the field during the infantry-heavy stage of the game, whereas Ostwind comes out at the medium armour stage of the game. Doubt anyone would still be complaining about T70 if it's placed in T4 instead of T3.
Not sure if you realised also, but the AAHT suppresses enemy infantry. The Ostwind is a super expensive 222 atm and does decent anti-infantry damage. The AAHT is a HMG on wheels with no setup time, excellent damage and suppression, does well vs light vehicles, and can't be flanked by an infantry squad or taken out by a mortar.
There's a reason many USF players get the AAHT while practically no one builds Ostwinds.
Yes, I realize that it suppresses, but the time that you can use it offensively in anything larger than a 2v2 is pretty short. After about 8-10 minutes, your chances of running into 2 AT guns and losing it instantly is pretty good. I also don't build Ostwinds, but for a different reason. It's easy to keep alive but never seems to do enough damage/kills to justify buying it (at least in large team games).
PS - I just tried it in a 4v4, and got it killed by a single cloaked Raketen that held fire until I was too close to escape the second shot. It suppresses about as well as the OKW version but still seemed kind of underwhelming. The most interesting thing about the game was that I am pretty sure I was playing against Ullumu (sp?). |