Forward observers is a bit of a waste when you have cloaked pathfinders that already have a pretty big range of sight & are cloaked.
In theme with this Doc I think an early airdropped MG team would help immensely.
If fighting pits weren't so fragile, a forward observer in a fighting pit would change your mind (after upgraded with machine gun). |
I'm prepared to be proven wrong but I don't think there is much of a unique "3v3 community" whose balance concerns are different to 4v4.
Where 3v3 has unique issues it is with map choice, the number of vetoes and being put on 4v4 maps with one player missing
You didn't realize that I was making a joke about the number of 3v3's played? Look at the actual numbers on Charts & Statistics, not the size of the bars. |
ok I guess 2v2 doesnt count. anyway
I did a test with soviet mines
4 man gren squad only got one-shot wiped once out of 9 tries,and that was only when i purposefully bunched up their formation myself. Otherwise they took anywhere between 1 and 3 losses,depending on bunchyness. Squads get wiped when they bunch up around corners or into doors, not in wide open fields or long corridors, which isnt a problem with the soviet mine,but a problem with squad bunchy wedgie ai.
Meanwhile,s-mines still wipe whole rifle squads if ur not 1000% on ur game,regardless of how much they bunch up.
I'd be okay with s-mines not having a sign if they also had suppression like every other mine. It's completely inane that a squad will continue to advance over a minefield until it is wiped.
PS - I've played 1v1's as OKW against USF players that would spam mines. Volks don't normally get wiped but often lose 2-3 models per mine until I pull my head out and use minesweeper. |
I sure there is a post on this already but didn't see it.
Was this intentional by relic or a bug that satchel charge to ZERO damage to buildings now (house/garrisons).
This is crazy to throw this in a house and they unit gets out and just right back in. It should blow the house up like it has been doing for 2 years.
Bug? Intentional?
Thoughts
Relic changed its damage when they nerfed grenades against buildings. I think one of them said they would fix it but it never happened. Penals used to be fun to make in a pack of 3 and go hunting trucks. Now they just have an expensive grenade with a long timer and no throwing range. Since the nerf to RA for some of the Axis units, even their flamethrower role isn't worthwhile. Combine that with the sniper that regularly loses a model that costs 100mp to replace and there is no reason to build T1 at all. |
Recon just needs Greyhound reworked and airdropped combat group changed to something useful. I use it once in awhile.
Revert canister shot to its old values (or SLIGHTLY less). It used to be great for punishing blobbers but with low hit points would die really fast to a shrek blob. Unfortunately, being able to punish blobbers was something clearly unacceptable to the A-moving community therefore they whined hard here until Relic nerfed into oblivion.
Spending 900 mp for two paratroopers with bazookas and an unmanned AT gun? Probably the worst high-cp ability in the game.
If they made any changes to pathfinders, they should add a mine-laying ability which would fit in more with their role. No permanent sniper, maybe a snipe ability that costs munitions. USF somewhat OP right now in 1v1's, but this commander isn't part of that. |
You get wrong definition from the start.
4v4 is not 1v1 + 1v1 + 1v1 + 1v1.
Even there are 4 players, you have to cap 8 points. Not 2 points.
If you think you only cap 2 points, your enemy will take advantage and start ganging 2v1 or 3v1 upon you.
This is very important. I have seen many noob players camping peacefully while their teammate cry in pain.
4v4 in high level is often the same or even harder than 1v1, not only you have to coordinate with your friend, but sometimes you have to defend yourself against the impossible 1v2, 1v3.
+1, especially the part about 1 player camping, while the other 3 get pounded 4v3 on the other two points.
Fix several points for you.
ISU-152 spot commander is removed while Elefant 360angle spotting scope is kept.
JT destroys Churchill like knife through butter. With vet1 it can outrange and decrew atgun, 6 pounder included.
When I said unbalance, I meant greatly skewing the win rate. The JT and Elefant are still OP but there is a similar amount of cheese available to allies now to deal with them (also, they're really expensive so they should be a little OP). A year ago, players could just park a couple Elefants/JT's on two of the vp's and win in a 4v4.
The ISU is really bad for the cost now. The shell trajectory makes it hit almost nothing unless it is firing downhill and the AP shell doesn't reliably penetrate anything heavier than a Kubelwagen.
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I thought the whole point of mines was to use surprise. S mines are the most expensive mines in the game, and they come with signs. Why?
-all mines can squad wipe
-all mines except S mines do engine damage
-S mines require consistant procs to squad wipe
Please dont say something about "area denial" we are talking about mines here and sweepers are not hard.
The same size minefield would cost 120 muni from any other faction (maybe the equivalent of 160 muni for OKW because of resource penalty). Granted, the other mines are dual purpose but they're still as expensive as an AI and AT minefield combined. I do think that OKW should get a cost decrease on their mines, especially with the current Crocodile infestation.
In general, I'm not a fan of the signs. My guess is that Relic thought that it was a fair trade for the mines being more lethal. |
All four game sizes can be fun (Yes, there is a fourth mode called 3v3 that Relic cleverly hid between the 2v2 and 4v4 modes).
IMHO, the units that used to unbalance the 4v4's were ones like the JT's, Elefants, and pre-nerf KT which (with the possible exception of the KT) didn't effect 1v1's so much. The 26 pop cap that accompanied those, match with another 20-30 pop cap to keep it supported often meant that the axis player didn't have a lot of capping power, and not supporting it could get your Elefant killed by a lowly T34/76. Since the arrival of the 6 pounder and Churchill, those units don't unbalance a 4v4 very much, if at all. Also, the synergy that used to be mostly just with Ost and OKW now can happen with UKF and either Soviet or USF. |
Thread: Centaur3 Nov 2015, 16:31 PM
The centaur seems really bad to me now. I have had no success with this unit at all since the nerf. I think the nerf was justified, especially against units in buildings. However, with its reduced DPS and extremely slow speed it seems completely pointless to get this unit when for just 20 mp more and 10 fuel more you could get the extremely capable and versatile cromwell. What do you guys think?
I've only played a few games since the patch but have not been able to use this unit effectively. It can really struggle to get mg's out of buildings now. It went from wiping them before they had a chance to retreat straight to being really bad at clearing buildings. It still seems okay versus infantry in the open but combining the slow speed with the damage nerf makes it underwhelming. It's really vulnerable to faust + pak 40, and somewhat vulnerable to shrek blob. |
Nobody ever cared for that for reasons I mentioned countless times. 3vs3+ are won by the fraction with the bigger playerbase because better elo.
Awesome comeback. Good job of keeping it civil.
The only game mode where there is a huge difference in win rates is 2v2. In that mode, the to 200 axis players have less than half of the games played compared to the top 200 allied players (all factions combined). This skews the win rate for the same reason that 3v3+ can get skewed. If synergy was the cause, why don't the 3v3 and 4v4 win rates show the same pattern?
Many of the axis players on this thread were really good at using the platitudes before (l2p, l2adapt, allied units just look cooler, shouldn't play with randoms, people want to be the good guys, search rates don't mean anything, etc). Why aren't you using platitudes now? |