There is something called Vickers and often on 4v4s there is someone to hold the flank of your Vickers'.
Vickers doesn't cap and is useless past the third minute plus it doesn't do much damage to okw to make it useful vs more than one player and does very few things vs the ostheer
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The major factors are: Map Size, RT vs AT, Skill Range, and Faction Load Outs.
MAP SIZE
3v3 and 4v4 differ in one major way: Map size. 3v3 maps are huge in many cases, which leads to more mobile play similar to 1v1. 4v4 maps are generally smaller and lead to more campy style play, which on some maps could be more 2v2 based.
RT VS AT
Team game commander synergy is key. So four arranged rank 1k players can beat four rank random 400 players. Figuring out recon, artillery counters, late game tank counters, working together, etc wins games.
SKILL RANGE
Already mentioned ranks are all over the place in automatch.
FACTION LOADOUTS
The biggest issue for team game balance is OKW in 4v4. They have no tools to deal with basic things like MGs, Snipers, UCs, Scout cars, mortars, etc. If OKW does not win the first engagement its gonna be a short game. Because they will slowly get pushed off the map.
If you see a match with all OKW vs Soviets and Brits, that game is over before it started on most maps.
OKW really need the Kubel to be good. So they can counter MGs, Snipers, and scout cars. But if it gets any buffs it quickly becomes stupid OP and every game is Kubel spam.
So better AT weapons and grenades are needed. AT got removed to balance 1v1. So OKW can only go a couple commanders to get back some of the basic tools they need.
Most of the OKW issues can be helped by having an OST partner. But too many times do I see all OKW teams. Or you get a bad OST partner which does not help in any way.
You are really wrong about what you say for the OKW if you see how fast tommies die to sturmpios and ofcourse 4 okw can definitely win against soviets and brits they just need to flank with the sturmpios also being slowly pushed of the map is inconsequential when you can get panthers by minute 18-20 |
maybe its because I am currently playing brits but I don't think ost needs a buff perhaps soviets and OKW need some nerfs ? |
As the title says id like to know what the opinion of the community is , are you satisfied with the game balance in very broad terms or do you think one side has an unfair advantage . If so would you want upcoming changes of the game to take into consideration these game modes since many people are playing in those ?
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for me the real problem in team games is okw to the point that 2/3 okw 1ost teams is the normal . I dont know what kind of changes you are allowed to make but if it was up to me i would remove sturmtiger completely from the game and make the kingtiger doctrinal , the other solution would be to nerf these units to the ground so that noone has any intention to produce them okw already has too many nondoctrinal tools at their disposal |
yeah what on earth happened with usf ?? fif they get nerfed the over the last week ?
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imo the problem isnt so much the many mgs or the bad us mortar but the fact that each ostheer tier is not only very versatile but also contains some of the most competent units in their respective roles which is turn is helped by the fragility of some of usf key units like the sherman |
As title says us lacks any kind of late game good arty that coupled with the fact that you are lacking in the tank destroyer / nondoctrinal heavy tank forces puts you in a bad position what do you do ?
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i think usf flamers are not as potent as you ppl make them look like after all its a doctrinal ability how about finding another ability to match them , like g43s for example . If i remember well that used to be the solution against penal spam at one point when penals where all the rage . Also light artillery units need the autofire if they remove it they might as well remove the whole units |
make it cheaper and put it in the command center unlockable after eithr t3 or t4 has been built |