I didn't see anyone else mention this but if the tiger ace is abandoned and recrewed by a USF player, not only can they postpone the upkeep by decrewing it at will, any unit that crews an abandoned tiger ace gets instant vet 3. so in the unlikely event that it happens it turns into a vet 3 factory for the USF player |
I feel like infantry upgrades like BARs and LMGs might just need to have some sort of fuel cost or tech gate past what they already have in order to make them less spammable... I guess just increasing their munitions cost would work in theory but it'd be nice if there was a more significant trade off for the anti-infantry power you get when you mass them. lmg 42s and 1919s need some sort of fuel cost to unlock them, independent of their existing tech/CP cost, and i think bars need to have their unlock's fuel cost increased. cuz right now i feel like it's way too easy to create deathstar blobs still. also buffing conscript PPsH, vehicle crew thompsons and (possibly) airborne thompsons needs to happen so that they're at least situationally competitive with their LMG counterparts. |
Soviets are strongest when you're playing purely to the meta (cough Guard Motor). But if you try non-meta things or work with their stock units things get much much closer. I'd say stock Ostheer tends to be about even with if not better than stock soviets, assuming players of roughtly equal skill. |
SU-85 Rate of Fire is strong but its hardly overpowered. And the spotting ability you're speaking of makes it MORE vulnerable to flanking and being overrun by fast tanks, not less. Cuz, y'know, focused sight slows the vehicle down AND restricts its field of view to a relatively narrow arc. The OP makes it seem like the focused sight ability makes it an unflankable hovertank or something.
I can't say as much for the JPzIV because of how rarely I tend to see it in 1v1, and how rarely I see people use the roflmao active camo ability, but honestly that really just needs a slight tweak to prevent it from re-activating in combat. It's health and armor are fine for what it's expected to have to deal with and for its cost for OKW. Besides, the gun on the Jagdpanzer IV isn't horrible but its' certainly not an ISU-152 or an Elephant gun.
Edit: Also lel at the stark difference between the thread title and the poll question. My vote definitely went to the wrong side. Nice work there. |
Honestly the only reason I got a KV-8 prior to this latest patch was to demolish OKW trucks, which it does incredibly well. I haven't played much shock rifle since the new patch hit (or guard motor for that matter but w/e) but I doubt much has changed for it. I'd be okay with making it deal damage more consistently but knowing relic, it'd end up being a soviet death machine again |
I'd agree with all of the above replies. The time of day really is a huge factor, as is just pure luck. I regularly have to play top 10 or top 25 players with my weaker factions and players in the 2000s+ with my stronger factions. Restricting the range of opponents would only make long automatch queues even longer... |
I think that I have experienced the same thing you have, but as far as I can tell this is not a hack being used by another player, but something that occurs when one or more of the players get horribly out of sync with the battle servers. Rather than it being someone else ordering your units around, what's happening is actually extremely long input lag/delay. I've seen the delay be as long as a few minutes, and giving more orders just adds them to the queue. I don't know if there is a fix for it but I'm fairly confident this is not a hack. |
This would make an amazing faction, with some tweaks here and there once its implemented of course. If this became a mod or something that would be incredible. |
I would be more okay with a "buff" to trucks/truck pushing if there were more of an impact on the OKW early game for losing that first truck. I feel like, both during the few OKW games I've played and when I play against them, that a replacement truck comes so quickly that the impact of losing a truck in the first few minutes of the game (where truck pushing is actually relevant) is pretty much nil.
Truck pushing is annoying but its not really abusive - certainly not as bad as the old, instant-decap-a-point-and-run-away tactic you could pull off with the CoH1 Kettenkrad. I just want either a cost to be associated with a replacement truck or an increased dispatch time for it if the first one is destroyed.
As for all of Paul's other points... I hate to say it but I'm (mostly) in agreement. |