Loiter strafe kills at least 1 jackson with a single pass - more if they have any near each other. And still this guy is complaining about p47 and hasn't said anything about why he isn't using paks or shreks. GG? |
You can't call someone on BM if you are going to retaliate with it - common sense right? |
Once you have spotted it, it shouldn't be able to cloak again until it enters FoW. And there is no reason for it to be able to move while cloaked - it isn't meant to be a scout like the Luchs. |
Is that a joke? You really think it is easier to get a jackson out of a bad position then it is a tiger? Well then, I can see why you are having problems. I guess in your opinion axis needs a better AT option then the pak40 as well?
Jackson has no vision, no health, and no armor. It is a "tank hunter" that can only reliably pen about half the tanks in the game. It faces the most effective AT in the game, and its enemies have very effective off-map abilities against it as well. The very definition of an OP unit right? |
Poor axis fanboys crying they actually have to support their tiger with other unit like the insanely good pak40 or else its not effective. Relic needs to make patch so that making the first Tiger just triggers a victory condition.
Wait, are you seriously crying about the tiger being micro heavy? You should actually try using the jackson if you want to see a micro-intensive piece of armor. Oh, and don't make a single micro mistake either because you have no armor and no health to rely on if you find yourself in a bad spot for even a split second.
tldr - try loiter strafe - a micro free way to kill multiple jacksons for just a small amount of ammo. gg relic. |
I don't care if every single point is equal opportunity - I am suggesting that if one side has a heavily favored point (fuel, ammo, or VP), then the other side should also have a heavily favored (different) point. Or all important points should be roughly equally favored. It doesn't have to be both, but it can't be neither. I am less concerned about distance then I am about vision, pathing, and firing potential on this map, but all of these heavily contribute to making a map balanced. |
General mud is asymmetrical without giving either side a major advantage - proving the general possibility to do this. Pavlov's house did not do a good job in my opinion. Consider this - if you play OKW and want a good place to put your schwer truck, from the south spawn you are going to get an amazing position holding the corner fuel and don't have to worry about long range fire from tanks or AT guns because of the shot blocking and vision blocking terrain combined with the security of being in the corner of the map where you only can be attacked from 2 directions anyway. From here your truck will be able to hit opposing units from any direction at range. From the north you don't have anything like that available. If the map designer didn't actually want to give both teams an equal opportunity for this fuel point, then he should have included a 3rd fuel point where the north side had an equally weighted advantage, and let teams fight it out over the more fairly balanced center fuel point for fuel superiority.
As it is, south gets corner fuel automatically if the south team is competent. Then both sides fight over the center fuel, which would be better balanced except now south has an advantage in this fight because he has more fuel coming in than north does to spend on his units.
If we could look at statistics for win rates based on spawn position I am completely confident that the numbers will prove this to be the case - unofficial numbers from my own observations definitely say so but this is not official and I don't expect you to just take my word for it.
Nearly everyone will tell you that Redball is basically the best 3v3 map. Redball is also basically symmetrical - There isn't really anything on that map that isn't equally available to both teams. Why is Redball not boring then? Because the map is balanced and both teams have equal chances on it. It uses visual effects to achieve some variety without putting a lot of objects in asymmetrically that actually have an effect on pathing, vision, and ability to direct fire onto a point. |
It is still a stupid argument - players are going to be just as mad when their favorite armies/units/commanders get nerfed as patches come out - it isn't different from disappointed expectations possible from the alpha. |
The only thing less boring than symmetry is unbalance - right now we have a lot of maps where you can look at the statistics of the map and see that one spawn side has a major advantage over another. You get this because people try to avoid "boring" symmetry without really considering what this does to balance when you are including shot blockers, path blockers, and vision blockers to a map. I'm just suggesting that if you are going to add these things, don't add them so that they hinder only one side of the map. On Pavlov's north spawn is hindered significantly on important points, while south spawn is basically not hindered at all anywhere. |
on that pavlov's example. you have to looks at the whole picture. that trench is more useful for northern team when defending the fuel if they have them. and etc etc.
but that lazerenth ambush mid VP is so unbalanced. its just pure bad design.
You are joking right? You think a trench makes up for complete lack of vision (one of the most important things in the game) and an inability to support your trenched unit with any kind of AT, MG, or long range fire support? Play the map against good players from the north and you will see what I mean. The most important points on the map either A) shouldn't have shot blockers and vision blockers from only 1 side or B) should at least have the same thing favoring the other side on an equally important point. Pavlov's House doesn't do either. |