Pfuss nerf
Kubel rework
Infiltration squads
Obers
Soviet buffs
Stug need
Cons buff
Demo rework
Garisons reworked
Counters to mgs in houses
Frienuly damage homogenisation
Howitzer survivability
More doctrinal choices
Loiters nerfs
Panther buff
UKF rework
When ???
Next patch will be calliope nerf, land mattress nerf, additional USF rifle nerf, ober reinforce time buff. Stop asking bad questions. |
Since adding the critical makes calculation more difficult (and really has to do allot on how many entities fire on the same entity and the thus the target squad size)with out it:
.....
Once more in the current state the squad are about equal.
You can't ignore the crit, which makes JLI hit much harder.
JLI get booby traps, sprint, 15 muni infiltration grenades, and thorough salvage. Pathfinders get beacons. If you think that is equal then okay. |
It's a bit difficult to have enough screentime for 3 specialist AI-only units (Pathfinders, Thompson Paras and LMG Paras) that offer zero AT utility, when the faction already has access to the best mainline infantry, and they have no AI issues to begin with.
Recon Company's vision of Pathinders as a utility unit seems more coherent than a "hey, let's strap another AI only unit in the roster" implementation of Airborne. Given that beacons are Paratrooper's main feature, it should be more affordable to field a Pathfinder & Paratrooper mixed army.
For Paratroopers, the simplest change I would make is allow Paratrooper-equipped support weapons to reinforce near beacons.
Pathfinders just need to be cheaper scout units, and provide the utility necessary to complement Paratroopers. I don't know:
- Smoke artillery callins?
- Allow Paratroopers to retreat to Pathfinders (in friendly territory only)?
- Lay mines? (or let Airborne paras also lay mines?)
To make them cheaper scout units that people would use, you would have to lower the reinforce cost to 28-30, popcap to 1 from 1.5 per model, and give them mines and possibly smoke. It would be helpful if they could reinforce from their own beacon. I would not use Paras to lay mines, they are too expensive to use for that. Also, giving them infiltration at 0 CP would make some people really angry.
Lastly, the P47 strafe does have to get fixed to make this commander viable. (See someone's post about this above) |
Maybe I was not clear enough, I did not claim that JLIRS are balanced fighting Pathfinder but that are both unit of equal value. I was simply responding to a claim that JLIRS is far superior unit to Pathfinders. They are not.
The fact that JLIRS will beat Pathfinders is not a indication of the units overall performance they same way that a maxim will beat hmg-42 does not make a maxim a unit of higher value.
So you are trying to say that infiltration and much better combat stats are completely offset by beacons? Players often use JLI because they're good and cost effective. Pathfinder's reinforce cost and popcap is too high for what they do. They are used about as much as the Greyhound, and for similar reasons. |
Because Pathefinder have Camo ,cost the same to reinforce, can equip rack weapons, JLRI pay a premium for spawning and are higher CP.
JLRI vs Pathfinder are balanced.
The unit is fine maybe pop down to 7, all it need is faster reinforcement time as many 4 men elite infantry (reinforcement time needs to separated from enforcement cost).
JLI wipe Pathfinders with 2-3 models left every time. The "premium" is 20 mp (280 vs 300) and 1 cp vs 2 cp is not that big. I'd use Pathfinders much more often if they were a copy of JLI's. JLI vs Pathfinder is anything but balanced. |
Have you seen what the Stuka Loiter does to Heavies?
Trust me, they would bitch about it, that's what got the P47 nerfed in the 1st place.
I normally play USF so I normally see what it does to mediums. In testing, if I put drop the ability on five Shermans, it will reliably kill four of them. It costs 200 munitions so that must be fair.
It's bugged in that it will start tracking something inside the circle and still attack it when it leaves. I found out the hard way once when I retreated a Sherman back to my ambulance and lost it, the ambulance, and my major. Fun stuff.
Rather than complain, I just started using it myself. I got a couple of tanks that way last night. One of the players had spammed DShK's into M4C's so he kinda deserved it. |
One problem with Pathfinders is that their received accuracy is 1. Changing it to .91 like grenadiers would go a long way. Additionally reducing their reinforcement costs to 30 from 32 to once again match grenadiers will be good also. All I am saying is minor changes is needed for pathfinders. The weapon drops could cost munitions to help reduce the manpower draw from 4 manpower costs to 2. Personally I think almost all loiters are overpowered, especially the JU 87. I would not mind seeing it into a single strafe or make built AA units, other than the OKW HQ, more slightly more effective or changed from RNG to timed and damage.
This also |
....
CP00 Pathfinder. Sniper shot only available after T1 or T2 is up.
CP01 HMG.50
CP01 Atgun
CP02 Paratroop. I don't know if them would make it OP or not.
CP12 Bombing run. Replace the rockets by canon shot to match other AT strafing effectiveness.
...
This would be good. Maybe give Pathfinders the ability to lay mines and demos.
CP12 - No, just replace this with a cut-and-paste copy of the Stuka Loiter. Call it a P51 loiter. If it's not OP for Ost then it should be fine for USF also. |
There is a lesson you can get out of this:
First of all: replay. Cause you can describe all what you saw during the game, but there's probably plenty of things you are missing.
Second: you have to realise that capping the map doesn't mean you are winning the match. People often forgets that mp attrition war is more important than mindlessly charging forward.
Third: you opened a thread to complain after only playing 1 single game on which the bugfix didn't had any effect at all. Also, if 2 mortars of any kind are hitting a single squad, be it a mortar pit, 81mm, 82mm, 120mm or whatever, there is an RNG shot that it will wipe a squad, specially if you are sitting on yellow crater cover.
Disclaimer: mortar pits needs nerfs, but OP point is wrong.
The original post was tongue-in-cheek venting. There was a lot of work that went into bug fixes in this patch. They wouldn't put one back into the game.
Attaching the replay would not be of much use. You would see me pick a commander with a Stuka loiter because I wanted to test it in a real game, rather than one of the commanders normally used for mortar pit spam. Also, my teammates on the other side couldn't get our natural fuel or munitions.
In the little bit of playing that I've done, Gren wipes seem to happen less often when out of cover but seem just as bad in green cover. |
If you could formulate a more coherent point I will be happy to respond more constructively.
You think Cons are okay, want T3 Stugs to beat Comets, and think that the Jackson is great now that it was balanced for the T3 P4. If I shortened the post to calling you an axis fanboi, you probably wouldn't respond constructively to that either.
Using opinion, even opinion polls to determine the direction of balance is a really bad idea. This game had very well balanced win rates before the patch, but wasn't fun with lots of bugs, overpowering indirect fire, and lots of cheese abilities. It's still too early to tell, but I'd bet that once the new meta settles out that it won't be balanced and will be even cheesier. Your suggestions for the next patch won't help that. |